First of all it was fun to test this even i am not much into rouge-linke games. But i played tons of hack and slash games. So i am not really the target audience.
I know having feedback always help (no matter if good or bad, i hope you share this thinking), this is why i just want to provide some feedback i noticed while playing that might help you.
The theme while fighting is great, it reminds me at doom themes.
Having destructables in the environemt is perfect, so a lovely addition to the game.
Fighting itself feels mostly good.
Just this lock into animations does not feels really good. I guess this is meant to be this way, i am just not a fan of this in games they do this.
It is hard to see the spike traps as they use the same colors as the ground itself.
I would make it more stand out a little. Otherwise you cant enjoy watching the environment because you always search traps at the ground.
And it is really hard to jump over this spikes without getting hit. I tested this standing there and just jumping over and over again .
I guess it was not intendet to simply walk at the wall to not getting hitted.
The way the sword at the back moves if you walk looks a little strange. I would use a fixed socket for this that not move as much.
Camera movement seems good but this movement also somehow doesnt feels right to me for such a game.
Maybe give an option to hard lock the camera behind the player?
The automap loooks good but i miss an clear indicator where i have already collected something or have been.
I guess giving the doors i already walked just simply another color would help alot.
Hi @Thorsten09, thank you so much for playing the game. I’m developing Fall of Gods together with @s1egf1ed. We are still at an early stage of development, so we appreciate all feedback we can get very much.
I think you have some good points there we will definitely consider ^^
Yes feedback is one of the most important things you can have during development. Often you can get something out of it you did not notice yourself
Even it is like in my case just playing to give some feedack from things i noticed.
And something i did not mentiont because you said it is very early. The turn in place animation from the enemies, i guess you will change the slide to normal turning at a later point.
I can tell that you’ve put considerable thought into how you would like your trailer presented. The soundtrack is killer, and the manner in which the video syncs with the music is awesome! Great trailer!
What are your top 3 ultimate goals for the continued development for Fall of Gods? Are there any other roguelike games that inspired Fall of Gods? If so, what are they?
The song is custom made by @s1egf1ed, im glad you like it.
Our ultimate goal with Fall of Gods is to deliver a fast paced action combat with a random dungeon to explore and bosses to fight. Right now it is more a technical demo than a good representation for the final mechanics and gameplay. Our vision is to create a player experience that combines DMC & Dark Souls gameplay and level design elements with classical rogue-like mechanics. The Binding of Isaac is a good example for a rogue-like that inspired us.
We just launched a big combat update on steam and itch! The latest update of the Fall of Gods Demo introduces a greatly improved combat system. Get ready for aerial combat, multiple weapons and the new ultimate weapon mode!. We also have a Christmas event until end of December
First of all, congrats on releasing your demo! Super exciting. It all looks beyond spectacular so far from what I’ve seen. Secondly, have you created any trailers showcasing this new combat system at all that we could take a peak at?
Hey, thank you for the kind words and checking out the project. Sadly we currently dont have a new trailer. The demo is playable on steam if you want to check it out . I also recorded some gameplay you can take a look at:
Oh wow, thanks for taking the time to showcase a bit more gameplay. It’s much appreciated The combat looks incredibly fluid and rather fun. Especially the movement! Rad game friend.