My write up of the ENTIRE game v.0.7.2

Options

Controls should be listed here up front



Audio, even at 10, is still very quiet



When adding square resolutions, I suggest a button to toggle between 4:3 and 16:9 so that F1-F5 remain the resolution changing buttons during play

Logbook

Multiplayer

I like that it saves IP addresses



Would be nice if the client didn’t require us to setup port forwarding or use a 3rd party app to manage the connection



Friendly fire isn’t bad, but messes up the class system. If my buddy is a warrior and takes enemy aggro, I’d prefer to stay at distance and shoot arrows / use wands to back him up, but can’t without risking hurting him. Achieving this type of coordination with friendly fire enabled just isn’t worth the risk currently, so whether friendly fire should stay or not depends on your goal for how multiplayer should be played

Character Creation

Given how few traits there are, it doesn’t make sense to make them random since we can just spam the stats button until we get the combo we want. Just present a couple empty slots that can be clicked on to display all available traits and then us choose what we want to take



Looking forward to seeing what all will be available for titles, races and companions



Head, color and body choices are fine

Traits

Big eater - this is pretty useless currently as it’s super easy to stay fed. What I’d suggest is that the players become hungry roughly twice as fast as they currently do (maybe even a bit more) so that we start starving mid stage and are starving again by the time we hit town. Also increase the damage and frequency taken from starving to make it a big deal to ignore. With those changes in place, you could keep Big Eater as is or change it to something like Hardy which reduces the damage and frequency of damage taken from starving.



Lockmaster is currently useless, but I assume locked chests are in the works



Miner is useless, even when it took more hits. Those few seconds and durability saved just aren’t worth it. Rather, make it have a chance of returning 2 ore per node (synergizes with warrior path)



Woodcutter is same as miner, except we don’t need more wood. Later I’ll suggest having other items drop from trees and it would be good if Woodcutter doubled our chances of those items dropping

Controls

Skills

Charge should probably be reworded to Sprint as it’s for both charging and retreating



Knight’s blade doesn’t fit in with the set. Should probably be renamed to Charge and made into a skill that makes the warrior dash in the direction of the cursor, inflicting damage on enemies hit and being immune to damage during the skill and for a second or two afterward (perhaps take 10 less damage, which would immune from all but scourge)



Berserker’s Rage is good



Guardian’s Aura is okay, but would be more interesting if it was 10 less damage for only 2-3 seconds (would synergize well with suggested Charge)



Throwing axe is neither huge nor useful as it does not currently scale with STR. Double the size, decrease the range and of course let it scale with STR and it’ll be cool

Clairvoyance is good



Levitate is cool



Warp is a bit low on range, would be worth having if range was doubled



Necromancer’s Minion is good



Magic Weapons is good if it affects all damage sources, haven’t tested this one enough to know for sure

Hunter’s Roar is fine



Dire Wolf currently doesn’t do much damage (should scale off DEX) and also tends to summon behind the player, pushing them toward enemies (read: bad). Change wolf to summon in front of player and this would be fine



Druid’s Arrow should scale off DEX and is otherwise good



Triple Shot is a bit lacking, I mean, you could just shoot 3 arrows quickly for same effect. Instead, fire a single arrow with power of 3 arrows (consumes 3 arrows) and ignores terrain so that you can kill something beyond a wall



Fire Wisp is great as is

Crafting

Swords / arrows / wands are all pretty good. Wands are fun, but missing the ice one of course. Bone is currently worthless, suggestion for fix in the gathering section below. Great blades are currently pretty lame as the windup is just too long to be useful since many mobs move a great deal during that windup. Early drops of gold/diamond blades is OP, this needs to be prevented. Wands could stand a buff such as a smaller base damage + 2x MAG



Gems currently do not provide any stats, but would be good if they did (red STR, blue MAG and yellow DEX) which could be socketed so that all classes benefit from going after those bugs



Mage and hunter are missing early game weapons. For made, add recipe for Staff which is combination of unstrung bow and wooden stick and on use casts a blue ball of energy (like swamp tribe chief or veldt mushroom mage) that’s weak and based on MAG. Hunter should have earlier access to bow with wooden arrows (wooden stick + wood = wooden arrow)

Metal armors are in a good place right now



Cloth and leather armors are missing (I know in the works) and should of course provide MAG and DEX respectively. These should likely drop off all mobs aside from the easiest ones

Pickaxe is in a really good spot right now



Axe currently gives too much wood and we’re lacking some other ingredient items, so instead of higher quality axes giving more wood, change it to greatly increased drop chance of one of the other base items (herb, root, web)

Poison is good, but can’t be crafted currently. Suggest making it root + root. Should also have a minimum range to prevent it from poisoning the player when they’re standing on the ground.



Mystery potion is cool as is (see potion note on minimum range)



HP and mana potions could use some work. Both are currently made to where they’re useful after a fight vs during. Simply change both to give their benefits over time OR have them also increase your max hp / mana for 10 seconds in addition to their heal / MP gain so that you can have access to that extra health / mana at the start of a fight as well as be useful after the fight

Execution is easy and good



Food benefits are currently both too strong and lacking. Suggest that cooked food only recovers 2 hunger and also gives 1hp

Biomes

Armorer and sellers are good, but would be nice if they auto bought anything we dropped in front of them to recoup some gold and make use of junk items



Suggest adding vendors that can craft big potions from base ingredients (trade off is lost bag space) as well as for cloth and leather armor who function similarly to the metal armorer



Perhaps add a permanent fire where food can be cooked without a firestarter



To increase level diversity, let the entrance to town force the exit as it does currently, but provide a couple more random exits alongside it. This way you can still choose one of the exits to a place you’d like, but have a shot at some others in case your choice was simply the best of 3 evils

Mob diversity here is really good. Giant dino mob thing is a bit overkill and should probably be moved to one of the later biomes.



All mobs here feel good with their HP and damage that they deal. The beehive is a cool touch.



Class drops should be hunter armor (leather), mage weapon (wood/web/bugs), warrior potion (herb)

The mob diversity here is lacking, but you can’t really add more with how dense the snowfall is. I suggest spacing out the snowfall and adding a large mob (to match the boar) as well as something that can be agitated (like beehive). No need to add a bee replacement as the snowfall does the job.



Mob health and damage feel good in this biome as well



Class drops should be hunter potion (root), mage armor (cloth), warrior weapon (gold ore from chests/drops)

Mob diversity is lacking here as well, needs a large mob similar to boar. Mob density is a big issue on this one as too many tribe chiefs combined with the things on the swamp floor can make it near impossible to survive prior to gearing up a bit. Could use a large mob like boar and something agitate like beehive.



Mob HP / damage are good



Class drops should be hunter weapon (wood/stone), mage potion (shroom), warrior armor (high stone density)

Diversity is lacking again. Spider eggs are a cool touch, but the maps are generally just a bunch of spiders and eggs with some bats thrown in. Need something else, perhaps a ranged caster of some sort.



Bat is good, but spider is really weak in damage and speed. Broodmother spider is awesome, but doesn’t do enough damage.



Class drops should be hunter potion (root), mage weapon (web/wood/bugs), warrior armor (gold ore)

This one is pretty bad currently. It’s basically just pig and spider with added tribe chief that’s been reskinned. This place is suuuuper easy to go through and could use a complete overhaul. Some sort of terrain obstacle would also help a lot in making this one harder.



Mushroom could just have his speed doubled to make them more erratic



Mage should have an increase rate of fire and longer aggro range



Fighter should have an increased aggro range, speed and occasionally throw his axe (perhaps every 3rd swing is a throw)



Could also use a big monster like boar and something to agitate like beehive



Class drops should be hunter weapon (wood/iron ore), mage armor (cloth), warrior potion (herb)

Need more mobs here. Dragons and bulls do not a stage make. Something constantly moving like the slimes and something big, perhaps the dino that’s currently in the Forest Biome.



Dragon and bull are very weak on HP and need to aggro on hit. Dragon should probably have a very large aggro distance and fly rather fast, perhaps behaving like the bat.



Class drops should be hunter armor (leather), mage potion (shroom), warrior weapon (diamond ore)

Good mix of mobs and terrain here. I like it a lot.



Mobs HP / damage are good aside from Djin who needs a LOT more HP. Mobs also need to aggro from greater distance and on hit (being able to shoot down a Djin from a safe distance is lame)



All best in slot class drops should be here



Looking forward to seeing what you have mind for ore/chests



Should probably have a good size clearing somewhere, perhaps at the end with something that can (or must) be agitated which summons a huge boss. Perhaps require his defeat to be able to exit the stage

The boss himself and enemy diversity is pretty good



Mobs are very weak however and makes this stage into nothing more than a blitz through all enemies gathering crystals and then go back to stomp the boss



Perhaps hitting the boss with a crystal also refreshes some (or even ALL) mob spawns on the stage so that it isn’t such a cake walk OR causes things to fall from sky on hit similar to the dino in Forest Biome

Closing thoughts

Looking forward to what all you have planned here :)Most are fine with the following exceptionsThe current controls are good, but should be displayed in full (currently missing mousewheel, number and function keys)The 3 skill paths is a great idea and there’s a good bit of variety in themThis is a really big topic, so will split into sections. I will say that luck is currently too low as you usually do not have enough spare material to make more than 1 of an item to chance getting a rarer version. It’d be nice if luck was a stat that was also boosted when leveling so later tier items had a good chance of being awesomeAlso could really use some additional item slots only for crafting while inventory is open so full bags can still be usefulSo right now bone is pretty useless. My suggestion here would be to have bone have the same recipes as wooden stick except have double the stats while only a quarter of the durability. This way players could use existing blades, metals, gems to make bone versions of swords, axes, pickaxes, great axes, arrows and even wands or the suggested staff that are even better items in the short termCrystal fragments are good as isAs a general note, the enemy biomes are not setup in a way to encourage exploring each. As a suggestion, split items useful to the various classes into each place (weapon, armor, potion). Also need to remove gold/diamond mines from earlier biomes.As a general rule for mobs, they need to have health increased and aggro when hit and the vast majority can just be pinged off from a safe distance making mid/late game pretty tedious. Perhaps increase their aggro distance according to player level so that higher level players need to aggro from range to bring in a single mob to fight or else risk aggroing a bunch of stuff should you run in to fight a single mob.As for the victory screen, fix those stats yo ;)Overall this is an excellent game and very enjoyable. I’m looking forward to seeing what else you have in mind and what all you add before calling it complete. I hope my write-up here has been helpful and will of course continue to give suggestions as the game is patched. Feel free to message me directly if you’d like to further discuss any of my suggestions.