I had a lot of fun with the Halloween event and I only had one major concern:
Input and targeting were hard to control. Mouse targeting wouldn't work and gave me invalid target errors (especially the Bow R skill). It was hard to see the red target circle and using tab to switch targets was pointless with too many objects around. It'd also feel smoother if you could auto attack with left mouse click instead of space bar.
Ty for the event!
Happy to hear that you enjoyed game! I will share this with the team.
I want to summarize my feedback because it would be a very and boring post.
- Targeting. It was pretty bad in general. It was difficult to target, to track your target, to know if you still have a target and some skills removed your target without a previous notice. Targeting in general need some work.
- Weapons. I don't want to say something definitive here because I know that's just some preview and that there are much more here but my first impression was:
Sword: I didn't liked it. Skills felt pretty generic and almost all damage skills felt the same but different damage/animation.
Bow: I liked it more than the sword but somewhat I didn't liked how it worked. Maybe it's because of the targeting system and the fact some skills are skillshots and others are target based. On the other hand, I loved some skills like the turret and the arrow rain.
Staff: This is the weapon I liked the most. Despite being generic (well, usually all the first weapons/classes are generic) the skills worked pretty well.
To end up with weapons: I'm assuming there is much more that you didn't show to us like more skills (with more variety), build options, customization so I would say that what we saw was OK but the current target system make weapons like sword and bow unfun.
- Art/Graphics/Animation: 9.8/10. Why 9.8? Because when you are walking at the top of the screen or you are casting/attaking to an enemy you will never show your back. All characters are drawn frontwards and that could make the combat/movement less intutive.
About combat animations, they felt very similar for me. That's the only bad things I can think about this area because the art in this game is excellent.
- PvP arena: In general they felt very short for me.
The team vs team was OK but for one part. When one team is winning the other team can't do anything but be camped in the respawn. I would make a small section of the map where the enemy team can't enter nor attack.
The base vs base map felt pretty small. I would expand the map and see how it works.
- Monster hunting: Because of the targeting system, AoE skills being casted upon activation (and not after you confirm with a left click), somewhat difficulty to know the hitbox location/size and the huge differences between the three weapons (staff being much more powerful and reliable than the other two weapons) I'm worried about how a grinding party could work here. I think I should wait for another test to see how it will work.
- Performance: Excellent. Nothing more to say.
- To sumarize: The game has a huge potential, it's a rough diamond in my opinion but it need to be polished.
@Edremis Hi! First of all, thank you very much for the thorough feedback. I already shared it with the team.
Targeting - We definitely need to improve it. One of our team members actually thinks it is almost as difficult as FPS games =)
Weapons - Thank you for the feedback. Yes, they also need to improve.
Art/Graphics/Animation - Thank you for giving us 9.8! Actually in the very early version of Mad World, characters showed their backs. However, we decided not to go this way because, that means a lot more work having to draw back images for all characters and considering we have small staff, it would consume a lot of time.
Thank you again for the feedback!