It directly rung a bell when you said you were working on this project full time since 4 years. My brain is hardwired on passion projects.
So I went ahead and watched the gameplay video and the thread.
I have some feedback to make. I’m going to pinpoint some things I think can be improved (imho).
As for the comm:
1 - As an audience, I want to see combat footage when I arrive on such a thread
2 - The less link I have to click, the more likely I am to view / download your game, gather all basic information on every communication channels
3 - If I want advanced information, that’s the moment I will choose to dig into your other communication channels
4 - Make every URL link pinpointed (font / space / formating)
As for the game:
1 - First second of the video I said to myself “no post-process work here or really few”. It looks like an Unreal Engine game right off the bath. Imho you should work on the post process and the rendering in general.
2 - I can tell what interface plugin you use! Try uniformizing every interface assets / behavior / style you have.
3 - The character you control seems to have really “rigid” movements, I think you should work on smoothing out / make the movement gamefeel better.
4 - The first area was really dark (but I have a low contrast screen right now).
5 - When you talk to NPC, the dialog widget covers all of the NPC face. I think it should be better if it was offset on the left/right depending on the NPC position on screen to be able to see the NPC we’re talking to (and adding gestures to them if wanted).
6 - I liked the fact that you’re telling me there are twists in the story, but I think you can work on a better pitch to catch your audience. I understand it’s not necessarily the moment to work on this kind of details for you but since it’s a soloplayer RPG, I believe it has more importance (I’m not the typical audience so I’m just saying).
7 - You see to know which objects in the environment are interactive and which are not. But as players, we won’t know. You need some kind of “highlight” before the player actually hovers his cursor (I clearly see the outline at that moment, works fine). One of the technique used in many games to highlight interactive items compared to background and props is to give them… something more. For instance in Borderlands, they all have a green light. In Mirror’s Edge they are all red. In many games they have a higher level of saturation in their shader.
And… that’s it for now. I hope you liked the feedback, it’s all about helping you and your project!
Keep up the good work and GL HF!