Tales of the Shepherd - Alpha release


We released the first alpha/demo of our project, Tales of the Shepherd, and already got very valuable feedback within the first 24h!

After reading through all of it, I wrote down a list of things we can improve and added them to our ToDo's:

  • Basic interactions, like opening doors or walking stairs, can get tedious with the current controls.
    One has to press (i)nteract, select the target and press (1).
    A suggestion was to add an alternative way of interaction, by just bumping into them.
    This should work great for everything that blocks your movement, so we will implement it for such entities (doors, stairs, chests and NPCs). Additionally it has been suggested to use this for attacks with your primary weapon. While simply bumping into your enemy to attack should work fine for basic melee weapons, it might get difficult for any weapon with more than one option in melee range. But we will definitely try to figure something out.
  • During combat, after every turn, a log is displayed to list the outcome.
    Since it has to be confirmed before the player can attack again, it can feel a bit clunky.
    To get around this, we will add a general log at the top of the screen, similar to other classic roguelikes. This way all important information can be shown to the player, without interrupting the gamplay.
  • Since the player isn't allowed to access the inventory while enemies are nearby, it can happen that you carry a potion but aren't able to use it if you forgot to assign it to your quickbar. This can be frustrating, especially for new players which aren't aware of this.
    It was suggested to automatically assign consumables to free quickbar slots when they are picked up. Similar to the first weapon and daggers. This might also be extended to an automatic refill after consumption, if there is an identical item in the inventory.
  • A few players pointed out that it can be quite difficult to navigate the dungeon without a map.
    In combination with a limited food supply, the player can easily end up starving to death.
    We think, that one actually works like it should. Getting lost in a dungeon, filled with hostile creatures, is a deadly mistake after all :)
    But to make it more beginner friendly, an optional map might be added to the easy mode.
  • Feedback for the general layout of the controls ranged from intuitive to unplayable.
    Since this is exactly what you would expect to get when using fixed keybindings, we will add the possibility to remap all keys.

We have to shout out a huge "Thank you!" to everyone who already tried the demo, and especially to those who gave such detailed feedback! 
Don't hesitate to share your opinion about this project with us. I will continue to collect all of your feedback!

The key takeaway for us is to try and make the game more appealing for everyone from noob to pro. This might be accomplished by giving the player more control over the difficulty of the game. Maybe a good way would be to add a "custom" mode, where the player can choose a difficulty for the key aspects of the game. Like permadeath, having a map, carrying capacity, food consumption rate, etc.
What do you think?

Cheers,
GG

Files

Tales of the Shepherd.zip 25 MB
Jan 22, 2021
TotS_demo_1.0.0.jar 225 kB
Jan 22, 2021

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