Legends of the Awakened - vertical slice

Legends of the Awakened is a turn-based RPG built in Unity that I’ve been working on for over a year now. Many thanks to Rick, Ben, and Sam as I took the concepts I learned from them and others and used them to put together my own game systems. I’d love for folks to play my vertical slice and offer feedback on the current state of the game. You can download it for free from the link above. Thanks so much!

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Been hard at work over the last month, making improvements and adding content. Would love some player feedback if any of you have the time to check it out. :smiley:

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Hey man in all honesty i have not downloaded the game (yet) however looking at the screen shots on the website it seems pretty legit. A couple questions. is this something you did all on your own? how long have you been coding? did you put the models/art together as well?

Thanks for checking it out! I earned an AS in computer programming from Baker College back in 2006 … and did absolutely nothing with it. A few years ago, I decided to brush up on my programming knowledge and started playing with RPG MakerMV and learning JavaScript. Then about 2 years ago, I found Unity and started learning C#. So I have been actively coding for about 3 years.

To answer your other questions, the game is a solo project, built from scratch. I’ve been working on it for a little over a year now. I designed and coded the game systems (the saving system is adapted from the saving system in the RPG course, and the interactable system was derived from a point-and-click adventure tutorial from Unity’s website).

As for models/art … can’t take any credit there. I have very little talent in that department and I purchase most of my assets from the asset store.

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thanks for the quick reply! I just started learning C# with no background in anything computer language. im currently a full time vocalist/musician and want to get away from performing all the time and love the idea of becoming a indy game dev. seeing something like what you have created by yourself has motivated me further to continue learning

Hi, I’ve tried your game, Would you like me to write and extensive “review” or just tell if I liked the game or not?

Any and all feedback is welcome. The more the better. Lay it on me.

Sorry for taking so long, I decided to play through the entire demo (or at least I think that was all) before posting anything.

I have a lot of feedback but I’ll try to exclude obvious things like terrain detail, UI design and all of that, the game is obviously in a very early stage, there’s no reason to point the obvious things out, that being said, I don’t know what you intend to change, sorry if I point out something that you are already working on.

I also found a very serious issue that I’ll save for the end.

— UI —

  • When talking - Try to keep the continue button in the same place as the dialogue options buttons.
  • Enemies’ name have the Unity parenthesis, it looks weird.
  • Experience bar is way too slow, the norm is to make it last the same time regardless of the total exp gained.
  • During combat - Turn order display. Try removing who already attacked, it’s kind of confusing having all the turns all the time, also remove the turns for the units that have fallen in battle. For a really good and intuitive turn indicator look at Octopath Traveler.
  • During combat - Damage done text. Change the color, currently it’s hard to see.
  • Stats need tooltips.
  • During combat - Karl is way too hard to select when having 3 or more party members.

— Control —

  • Cursor affordance - Sometimes you set it to blue while the main color is green, that can cause troubles for colorblind people.
  • There’s too much clicking, I would prefer to walk by just keeping the button pressed or at least when I press the button, not when I lift it.
  • The player can get stuck if trying to talk to the armor seller from behind of it, it gets stuck in the anvil.

— Combat —*

  • Transition - Sometimes I got confused, Was I entering another zone or entering combat? There’s no difference, even if it’s just a demo make a slight adjustment (change the color of the image transition maybe) to avoid confusions.
  • Random combats - What’s with the dragon? Is it some kind of “secret” boss or something? Maybe put it as a secret boss instead of a random spawn, I had to fled from it like 5 times straight.
  • Magic Resistance - I used and Ice spell against a fire goblin, it resisted it, it felt so unrewarding to use an advantage spell just to see all damage being negated by random chance. Maybe instead of negating all damage just prevent a percentage of it or make weaknesses unresistable.
  • Passive damage when attacking and counter attack - If an enemy dies with a proc effect like the Saul’s poisonous cloud, Saul will still try to counter attack the death enemy which looks weird.
  • Experience points behave weird. Early game I get far more exp points from shrooms than orcs, that doesn’t feel right, I supposed you are still working on the balance aspect of things.
  • Lighting 1 is kinda useless, it deals no damage compared to Ice.
  • When an orc dodges an attack it still uses his “hit” animation, that’s confusing.

— Music and Sound —

  • There’s a bug in the bridge that leads to the Undead town. If you enter from the south and exit it immediatly the music will stop enterily.

— Quests —

  • Open the menu to claim rewards. That doesn’t feel right and it is exploitable, I imagine someone not claiming any rewards during the entire game to just claim everything right at the end gaining a huge advantage in level from whatever the challenge is. I also see the benefits from a system like this but it needs some tweaks, make it more intuitive for a start.

— Others —

  • Character progression it’s kinda weird, I really liked it, but it took me some time to realize that I was able to learn new abilties. Add a tutorial after the first point gained and maybe add another stat other than exp for simply clarity.
  • Save button doesn’t work during combat, I’m not saying it should, just give a heads up.

Now, for the real issue:

The frame rate. The only way I was able to be above 10 fps while in the “overworld” was to set the graphics quality to low, that’s something you should address now before continuing developing your game, currently there’s no detail, very few models, there’s no reason for that FPS drop, try baking the lights and see if that works or divide the overworld into more scenes, currently you’ll not be able to add detail unless your target audience is people with super highend PCs, that’s worrying at best.

Now for the good part. Overall I enjoyed your game, it has potential and the combat is nice, I truthfully enjoyed it.

Wish you the best of lucks and hope to see more of your game in the future, I’ll follow you on Itch, I’ll eagerly wait for future updates.

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Thanks so much for taking the time to play my game and for all the great feedback! A lot of what you mentioned is on my to-do list, but as a one-man-band it takes time to get to everything and I have to prioritize.

You mentioned the difficulty targeting Karl. I can see that depending on his position in the party. At the moment, the solution is to press “c” to change the camera angle and make targeting much easier. You can also tab through targets. Not sure if that’s good enough, or if I will need to revisit PC size / positioning. Certainly open to that if needed.

The “open menu to claim rewards” is meant to have strategic value. If the reward grants a large amount of xp, you can decide which PCs will split the xp by swapping out party members, as xp is only granted to living PCs in the active party [those in the 4 party slots]. I have plans for a total of 9 PCs, so one strategy might be to save some quest rewards for a new character to help them level up faster. Or if you have a particular character you really like, you can pump extra xp into them at the expense of others. The quest might also reward a nice item, so while you sit on it, you are not getting to use said item. It all still needs to be balanced, but that’s the reason behind the mechanic.

Save is definitely not meant to work in combat. I plan to revamp saving at some point (everything from the UI to when and where you can save) but at this stage I’m just concerned with the functionality of it.

The performance issue surprises (and worries) me. I’ve only tested the game personally on my machine and my brothers and haven’t had those issues. I’ll have to dig in and figure out what exactly is killing performance.

Thanks again for taking the time to play the game and write up your thoughts. The feedback is invaluable! I’ve taken notes and will use it to make the game better.