review my feedback :)
First, thanks for the free demo.
I'm excited about the RPG with friends aspect to the game, though I don't know how quickly that's available.
Played a true bow.
Good things: everything I don't gripe about. Writing's good, plot hook was interesting. setting is more than window dressing. Like the equipment scheme.
Gripes: UI, brown high light when targeting mob is not very clear. I just got ed to always opening the monster details pane when I meant to just select. Not sure if there's any point showing the gear that's not for me. Will a true bow decide to equip a shield? Is that even a valid option?
Numbers: Character sheet number seem to have no relevance to character performance. Numbers are clearly on different scales (I gained 1 agi and 7 true bow at lvl 3, is that good?). Need some (any) choices to make as you level. Perhaps a limited number of equip-able abilities? Perhaps a small stat bump as a choice. (this lvl do you wish to focus on your bow or insight, insight or fort, so on).
Tone: I think you need to strongly consider adding more emphasis to non-combat activities. I think you are aiming for more of a MUD, but what you've got is closer to diablo. Strong recommendations: Skill based exploration options should not be mutually exclusive choices. Skill's reveal information to the player to allow the player to make better choices. None of the exploration options made a noticeable difference. 3rd quest air or light you still fight the drake, only the map is different, and not massively so. If the choice doesn't matter, just make it box-text. There's no reason to have so few out of combat choices. 3rd quest, 3 out of combat choices, 3 combats (each 3-5 turns). Even with a full party of absent people that 15 day's of combat waits to only 3 days of non-combat waits. No reason to have the choices you do have be so limiting. Why couldn't I decide to explore one of the other rune rooms after finding the disk (which made no difference). But exploration only has a point if there's something to find, like Buffs (start next fight with Focus), equipment unlocks, quest fragments (you found 1 of 100 tiddlewinks) etc.
Replayablity: Full game looking at 20ish quests. As others have commented, just a few hours play. You need to be thinking about multiple difficulty levels, rewards for replaying quests, achievements for helping your friends, anything but the current 'finish campaign, stop playing game'.
I could go on, but I've hit the high points.
AdminDerek (Manager, 10x10 Room) commented
Thanks for all the feedback! I can say that pretty much everything you mentioned is on our to-do list if our Kickstarter is funded, and a few we've already started working on. I'll comment here on a few in particular.
Quests: We plan to have at least 25 quests for the main campaign, and some of these will be longer and more involved than the ones you play when first starting out. If we reach our second stretch goal, we'll also introduce exploration-oriented adventures with greater replayability.
Party decisions: Expanding the consequences and paths you can take is one of our top priorities.
Numbers: We definitely need to do a better job explaining these. FYI, a +1 in a trait like Strength is comparable to getting a +5 to a skill or Dodge.
One small suggestion: in the future, it would be helpful if you broke out each idea into a separate topic here so that other users can more easily vote on which ones they'd like to see us do first. That will also let us combine duplicate suggestions.