I've been playing the demo a bit. As everyone else has already said, art style is great, reminds me a bit of this roguelike:
https://store.steampowered.com/app/434880/Hieroglyphika/
Some feedback:
- I have a 1920x1080 screen resolution, but the game launched in full-screen 1280x720 resolution (looked blurry), till I opened the options and changed the resolution to my monitor's. Not sure if intentional, but you should probably know.
- I understand it's probably a design decision to have save slots like in old arcade games (and maybe modern console games?), but I have to mention that this can irritate some players. Being able to save at any point and having the option of having multiple (possibly infinite) saved games is a lot better user experience (unless you're making a roguelike or some sort of a permadeath game).
- I like the character creation, I just have one nitpick which is that changing "Hands" color changes the color of the sleeves. So maybe make it so the label says "Sleeves" instead.
- When picking main class, the game says that I would get unique perks based on which class I pick but doesn't suggest which kind of perks. Perhaps you could give more info to the player about this (unless there is and I missed it).
- The game looks better in motion than on screenshots (even though it looks nice anyways).
- I like the reactivity in the game. I attacked the NPC at the starting screen and the guard kept following me around and attacking me. And I guess cause those other NPCs in the area are from a faction that he dislikes he killed them all (unless this is unintended and a bug):
Pictured: City guard commencing a slaughter on innocent civilian NPCs cause of my bad rep with the faction
- Found a UI bug with the tooltip. I don't know how you implemented it, if it's just a string copy-paste mistake or a deeper problem within the tooltip-generation code, but at start of the game I picked to get the swordsman box. Opened it, and left-clicked on items in order from left to right (which equips the sword and learns the abilities in the order of: 1. Powerful strike, 2. Assault. However, afterwards, when I hover over the abilities and get a tooltip, the second line of the Assault ability gives me the description of a Powerful attack, which I guess is a keyword in the description of Powerful strike. Note that the powerful strike tooltip is fine, everything seems in order, it's just that the Assault tooltip's second line is bugged (also noticed later that this bug appears on some other abilities on hover, in particular "Seeking sphere" also shows a description of a Powerful attack):
- By the way, the UI is very elegant and beautiful
- In order to access inventory and consumables I have to open it by pressing "i", but while inventory is opening the game is still playing and getting attacked closes the inventory. There are no quick slots for items as they exist in other RPGs (could be a useful feature?). Unless you want to discourage using potions etc. during combat, which I understand.
- I love the reputation system (I'm hated by rogues).
- It would be nice if, when hovering over items that can be equipped, the tooltip also showed the stats of your currently equipped item for comparison and maybe even highlighted the difference in stats.
- I've always noticed late that I levelled up one of my skills (when I click on the level up I can level a skill up 2 or 3 times since I accumulated so much XP without noticing). The static grey arrow is barely noticeable. Maybe have a sound effect (unless there already is one and I didn't hear) when you level up, and make the icon or arrow blink some other color perhaps? Even better would be some sort of bigger message in the center of the screen telling you that you levelled up, cause in some games, some people don't even notice blinking notifications for this.
- The notification for looting items appears in the top-left corner of the screen, which is fine, it's like a text log, but it would be a nice addition to also show it right there where the player is looking (at the player character), e.g. the same sort of "label" of the item that appears at top left corner could appear above the player character or looted object and then float up and tween its transparency to 0 gradually, y'know how it's done in most games. Essentially some sort of more direct feedback right in front of player, instead of having to turn my head to look top-left.
- I like the notes/quest/map menu, but it would be better if you could access each of its menus directly. As it is, I have to do 2 click (or a keyboard press and a click) to get to map/journal etc. I understand it's simpler and more elegant this way (works good for a joystick), but you could add additional keyboard control options e.g. so you can bind M for the map menu, so that when I press M on the keyboard I open the map screen immediately.
- Minor nitpick: those wooden signs that give directions are not interactable (in most RPGs that have them they are, can't think of one that doesn't make them interactable), it would make it more immersive and nice if they gave you directions to places.
Pictured: A useless signpost
Same can be said about these:
Anyways, don't have much more time to play the demo now, maybe I'll play more later.
EDIT: Also forgot to ask (since I'm a game dev myself), which game engine are you using?