Rise of Furax - Playtest

rap2h

Habitué
Messages
37
Every 2 years or so I come back to this forum asking for your help 😬 You helped me a lot with my first games (Heroes of the Seven Islands being the most recent) it was a good memory for me. Thank you so much, again. I am currently in this super exciting period where I start playtests on a new project, get feedback, ignore some (sorry!) but also change some parts of the game, realizing I missed big things!

I just released an alpha version of a first-person dungeon-crawler (a blobber for those familiar with the term). It uses only assets from Heroes of the Seven Islands (+ new textures, something that is super hard to manage by drawing on paper btw!), at first it was just a test or a proof of concept but since I received positive feedback on reddit, I decided to continue.

So I am looking for playtesters. The game can be played directly in a browser no install required. I think there is about 30 minutes of content.

https://origin-of-furax.vercel.app/

I would be glad to have your feedback, suggestions or critiques. As usual, I have nothing to offer but your name in the credits, but your feedback is always super valuable.



If you think I should not open a thread, I can close my post, no problem with this.
 

Antimatter

Administrator
Staff member
Messages
1,853
This is so cool! A 3rd game already- how time flies! Always happy to see you here, and I plan to check out your game next week.
 

Skatan

Innkeeper
Staff member
Messages
261
Well, I'm here for it of course same as last time. I greatly enjoyed both the journey to test and the end product.

Edit: Tried it a bit. Reached level 3, adventured around the main village, killing bugs. Entered the prison and cleared it and the first puzzle which brought me to level 3 when I decided to break.

First impressions - I played minstrel, sorcerer, monk, assassin and battlemage. Similar to my world-class group I finished the first game with.
* I like the fps, but I also loved your previous game's style. But it's more interactive to move around like this, but I admit I miss one thing, all the fun little things to click and get a reaction from, I adored that in the previous game. I would prefer to click to collect items from the floor rather than walking over them (ie the carrots, the money bags). I walked back and forth over a mushroom five times just to be sure it wasn't collectable.
* I already see the first island have places I will need to come back to later once I leveled up. I enjoy that, but I also remember from the previous game it can be hard to remember all those places many hours later (like chests that require high level lockpicking or a totem with high meditation etc). But I like that you do add these things as a boon for people who explore more and play the completionist style. I like that you have so many places that require different skills that benefits a rounded group with different classes, similar to last time.
* Personally, I would prefer prestige classes to not have stat requirements (ie 10+ in three different abilities) to allow for more weird glass cannon builds, but that's just me. I have only found the hut with the Warlock so far.
* Fights; I admit I don't like the kiting and partial battle entry from enemies. I would personally prefer well-rounded and planned battles where all of them are loaded in at once, but that's just me. For example, it makes Cacaphony, Explosion and Toxic Cloud from those classes a lot less good since often you will only hit 2 or 3 enemies when you can see another 5 cramped behind that are waiting to join the fight. I remember I enjoyed testing to stack all of the AoEs in the first round in your previous game to get an edge and then finish them off with strong single-hits. Here, I know it's super early but the AoE's feel like they might become more situational than staple depending on how enemies load into the battle sequence.
* As a last note I know limited gold is/was a part of the game style but I admit I hope you add a bit more in this new game, or a way to grind for those inclined, since in the last game I couldn't afford a single item since all gold went to upgrades, spells, resting and ship travel.

This is it so far. I like what I see a lot and wish you great success with your development.
 
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