Dragonscale Monastery

Dragonscale Monastery

Feedback: promising, while having some problems
The most disturbing thing throughout the demo gameplay is that the camera movement sucks. As if you were trying the game engine on the devs side. The camera rotates (with Q/E and MSB) around the pivot point assigned by MSB (instead of always being the center of the screen view), and the camera seems to have hitbox, since if it collides with the mountain or other buildings, it will be pushed away and now you cannot find where you are. It even affects the dragon hatching cutscene, when the camera is obstructed by a building nearby, then directly clipping through it.
Another problem, which also mentioned by other players, is the resource highlighting. I didn't know the stone pile on the cliff is a resource point (I thought it was some cave/tunnel entrance which may be opened later, connecting other areas) and almost blocked out all trees and stones with other buildings. Either should you place some fixed-position buildings (like the spring water one) there, or notify the player they should leave some space there in advance.
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Blacksoul 17 Oct, 2024 @ 6:42am 
First: I LOVE THIS DEMO! -- The puzzle aspect also bothered me a bit. On the first attempt I couldn't get the porter house up to the first level. Unfortunately, the tutorial doesn't mention the puzzle aspect, but you can start a second time, so I didn't find it that bad. To counteract your problem with the discoverability of resources, you should perhaps be able to switch on an overlay that makes resources visible. The camera movement felt good after getting used to it. I don't really understand the problem. The focus should remain on the mountain and the individual levels! This may feel strange at first, but it is doable. Other games like this do too - Laysara: Summit Kingdom is an example.
Last edited by Blacksoul; 17 Oct, 2024 @ 6:42am
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