- Joined
- Jun 11, 2017
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If you encounter some bugs or have some suggestions - do not be shy, write them down!
(3 ratings)
Hello there!I really enjoyed this map. The gameplay is simple and clear, with humor and the traditional dwarven atmosphere mixed with steampunk. However, I wasn’t quite prepared for the fact that death would be permanent during the fight with the bomb robot in the arena. I was hoping on the Tesla tower, which was supposed to resurrect me, right? I also noticed something strange—the guards reacted to the wolves from the forest but didn’t help when thieves attacked. The path blockers for decorations will be added in future patches, I assume?
Anyway, I’ll definitely return to this map to see the story through to the end. Cool!
Thank you for your review!love the gameplay and story short and sweet rpg the tank at the end was a blast would love some more similar maps im glad that saving / loading didin't bug the models with 2.0 and all really enjoyed it great work could maybe add some more content in the map and side quests maybe anyways![]()
Indeed it is. Albeit this map represents a part of the map, like missing New Tinkertown, Dwarven starting area, or areas near Loch Modan or Badlands.I love the idea of a map with (what seems to be) a cozy vibe. Dun Morogh is such a lovely place I have fond memories of. The story introduction is very smooth.
Actually, "God Save Kharanos" presents simple openworldness: you are limited by your main quest progression, but you can complete side quests whenever you want to.Ability to continue playing the map after finishing its story hints it to be an open-world alike? Especially with the premise of searching for blueprints and parts for crafts, which also reinforces the setup of an engineer protagonist. Spawning after defeat also fits that idea (like spawning stones in Rexxar campaign, right?).
Well, the terrain was made to be as simple as possible. During development, it featured some openness and hidden alcoves here and there, but eventually, I streamlined it for causality. But I like the way you thought! Maybe I will use such moments in my other projects...Regarding the environment itself, it's well designed i.e. props, models and fits the overall theme but it lacks some height to break up the space (remember Dun Morogh is a mountainous area) and possibly some ramps, so combat could be more engaging - limited sight, potential dangers or taking advantage of it as a player - imagine the fight with that bear you were running away from and using some of the stuff I mentioned above. It wouldn't be hit and run as you presented on your video.
I will probably add some more stuff, like more quest walkthrough variability in some places. And... There was a planned special building for teleportations, but once again, I thought that map was small enough and you wouldn't do much backtracking.You might want to introduce a fast travel to the workshop (as it seems that as a player you will often want to go back there) to reduce boring backtracking like teleport or screen dim-out/brightening to portray that some time has passed. If not that, then perhaps add scripted "random events" after reaching certain milestones or timed respawns. For example, after defeating Thinbeard you can spawn some Dark Iron squad to ambush the hero on the way back to the workshop - you get the drill.I guess you can omit this step when you are indeed close to the workshop (like after the Tinkertown sequence).
I didn't show it in the first video, but it will be in the next one: there is a hidden goblin merchant, whose unlock mechanics are close enough to what you have described.You intertwine story and mechanics introduction pretty well in my opinion, but it will be even better when i.e. a player is introduced to the vendor with food when he actually needs it, otherwise chances that he'll forget about him altogether are increasing over time. Maybe you encounter that vendor for the first time when he's in trouble and after the skirmish he rewards you with a slice of bread to eat, and then enables himself as an actual vendor you can buy stuff from. You seem to be very creative and can probably come up with something better than the idea I just mentioned.
Am I locking the camera?During the dialogues with NPCs you can let the player (unless the setting requires it to be otherwise) to move around and not lock the camera, in my feeling it occurs too often and interrupts the gameplay flow, or maybe it's just me.
It's not like the player will not read the text (it appears on the screen with big letters already) and even if so, he can always look up the log or briefing in the quest tab.
Bomb Trial was easy cause I already knew what to do. Some folks already reported that they managed to get busted by bomb-bot. For myself, I think that this silly set of trials is nice. If I will add a hard mode for this map, I'm sure to use your suggestion for Bomb Trial...The Bomb Trial looks too easy, maybe spawn at random areas some "slow bombs"?
PS. Do you plan to add AI-generated voiceover?
- The fort in the southwest can be shot at by right clicking.
- I suggest different looking crates for those like in the workshop to avoid confusion with those you can break.
- Some transmissions during cinematic scenes run too fast.
- A lot of inventory space is occupied by items (generally quest ones) which could be variables instead.
- Crafting items in the workshop could be tomes not to need free inventory space.
- Wildheart Talisman talks about nature but says it heals mechanical but it can heal the hero.
- Thomhide (or whatever the bear is called) can be killed in one shot with the Seaforium Bomb if it's under Chick-O-Mator. Same with Frostclaw and Grizzlemaw.
- Generally those two abilities are quite overpowered, especially the second one which can be used on stronger units as well lasting a lot.
- Steam Slammer's selection circle is invisible/too small.
- Would have been nicer for you to break the gates with the tank.
- The steam slammer regenerates quite fast (not mentioning you can even bring it back if it dies with the spell), and it takes 20 mana which simply don't if mana is full since it also rejuvenates mana as well.
- You can see which of the illusions are not the real troll chieftain.
- The tank smashes everything not counting what the other two abilities mentioned above can do.
- View attachment 531137 after finishing the game (happens when a hero is in a transport during cinematic scenes and stuff); gets fixed if you exit the transport. Can be fixed beforehand by ordering the transport to unload as the scene starts.
After all of it, I don't really get the title or if it even fits.
Overall, a nice and relaxing mini-RPG with some fresh ability gaining mechanics. However, quite easy in most parts. The story is pretty much inexistent, somewhat humourous events but not really connected.
Approved.
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...And here is the second part!Decided to add a walkthrough of it, done by myself.
Here is the first part!
Golden Words!...In the future, consider working with someone else on your maps, and focus on terraining yourself, or at least gather some internal feedback pre-release (ideally when you have sth playable) to avoid certain mistakes. Creative people tend to take too many stuff on themselves, which leaves them with too much work and even burnout.