Thanks for the detailed answer. It sounds like the rest of the game will be more non-linear, especially for players who use skills in clever ways. This sounds great -- very few games get exploration right! One thing I'm personally hoping to see is for some secrets to be more than just simple rooms with loot. There were a lot of cleverly hidden things in the demo (and I'm sure I missed a bunch), but they were mostly very minor in nature. I'd love to see some hidden lore pieces and maybe some especially difficult, hidden level sections with substantial rewards.The zone right behind the gate is slightly larger than the demo.
All zones roughly conform to the level design principles of Ultima Underworld, which means four thematically different quarters forming a map, with a "hallway" connecting them.
In the demo, this isn't as noticeable because the "hallway" is less obvious (since it's the beginning of the game and supposed to be a more linear introduction to the features), but the quarters are there:
Lower Bastion, Upper Bastion, Trading Post (including the cliffs and the bridge) as well as the caves.
The connecting elements are the valley, the tower, and the elevator. Given the right skill, you can basically go to any quarter right in the beginning.
Also, using Items like lockpick, barrel bombs are somewhat unintuitive. It may require some work.
Combine the firestone with it. It seems weird that you can't light it with a torch.I never did figure out the barrel bombs. How do you use them?
I think it's a good idea not to have enemies respawn, not every game needs to be a Dark Souls clone.
I killed the rat trader
Another frustration was the shovel, and where to use it. I had to watch the speedrun video, since as far as I can tell there are no hints about it.
Combine the firestone with it. It seems weird that you can't light it with a torch.I never did figure out the barrel bombs. How do you use them?
I think it's a good idea not to have enemies respawn, not every game needs to be a Dark Souls clone.
Then how do you propose the problem of permanently losing XP should be fixed? And do you think implementing difficulty levels is an overall better solution at this budget level?
Dragon's Dogma has a save system inspired by Demon's/Dark Souls, but instead of just a single rolling save there is also a second checkpoint save that is replaced whenever the player rested or used a riftstone. The player always has the option of reverting to the last checkpoint save, which permits the player to erase a blunder at the expense of losing progress, but otherwise can rely on the rolling save so as not to lose (much) progress if dying or needing to suddenly terminate the game.I consider Dark Souls' rolling save to be superiour in almost every way.
With King's Field's system, you'll get lots and lots of complaints about not being able to save on short notice should real life require it and thus losing progress unnecessarily. While I personally wouldn't mind, I still find that to be a valid point. And then there's the biggest advantage of Souls' type system: It's basically a dynamic difficulty system. While the game will still feel hard to plebs, with a little time investment everyone will be able to beat it. That's a million times better than having to implement half-assed difficulty settings, where none of them feel right for half of the players.
I did not enjoy the sin system. I didn't even understand what it does until I read the explanation here. Apparently, I killed the rat trader (I think, I never found a note about him, like someone mentioned), I did pay at the shrine, but I still don't know where he is (does he respawn?). It feels like I've unjustly been denied content through no fault of my own.
Another frustration was the shovel, and where to use it. I had to watch the speedrun video, since as far as I can tell there are no hints about it.
Why would he need to implement difficulty settings?
Not being able to save on short notice isn't that significant. There are enough successful games with save point systems to show that gamers aren't really bothered by that.
My favorite bit from the demo was messing around with this particular pressure plate trap. Died a couple of times trying to "lean" out the fireball's trajectory. Put a whole bunch of books on top of it, but that didn't seem to make a difference, and I couldn't find a way to drag vases, or boxes, or barrels onto it (Disappointed!). I can also confirm the door can be destroyed by the missile. Playing this demo, the game does feel like an one man's job. Good luck, though RatTower
Why would he need to implement difficulty settings?
Not being able to save on short notice isn't that significant. There are enough successful games with save point systems to show that gamers aren't really bothered by that.
People even complain about missing difficulty settings in Souls titles (where they'd be completely superflous as explained above). Having one static difficulty, where the only option is to git gud, doesn't fly at all nowadays. That would significantly shrinken the potential player base for no benefit at all. Same as not being able to save and quit. While those might be no major hindrances for you and me, they sure as hell are for many people. And they can be solved (among other things), by implementing Dark Souls' saving system. I don't see why one would be opposed to it. Where's the downside exactly?
Zed Duke of Banville well, yeah, that may be even better, but probably also harder to implement for a minor benefit at best.
Monomyth's Demo is now available on Steam!
Hi, dungeon-crawling fans!
First, let me thank you all once again for your great support! With your help, Monomyth was funded in less than three days! That is fantastic and I am very happy that there is so much enthusiasm for this type of game!
And just in time for the weekend, Monomyth's Kickstarter Demo is now available on Steam!
You can find it on the game's shop page.
In the following days, I will go through the demo feedback and update the available build.
Just a little heads-up: In this version (1.02), there is still is a small problem with the Wooden Club (the weapon's range was accidentally reduced). This issue, as well as a couple of other things, will be resolved in the next version!
Best wishes and have fun,
Michael