>>25491
It's great that you tried it, I love any kind of honest comment that I get.
And I agree with you on the controls and everything else you said, I tweaked some things since the last time but I won't update the link until I do some major changes. For the loot, I can increase the drop protection time, and for the stamina and movement, it needs to be worked on. Other people also said that they didn't find the base game fun, and I will try my best to fix that, so it has something to stand on before piling up features. I made a mistake not focusing on the core of the game first.
As for NPC interaction, I want to make you chat with them, invite them to your party, duel or trade, though none of this is implemented yet. And you'd use this to advance in the game as you progress through the story, which is again, not in the game yet. Well it's like you said more like a tech demo, a prototype for now. There are so many NPCs because I just made a bunch of maps for testing and an arbitrary number of NPCs, I have to try to make them spread a bit.
So this is the thing that I wonder, keeping in mind that I will try to fix the core mechanics, I want to know if people lose interest simply because it's 2D pixel platformer, or just because it's not really a game yet, it's a very basic prototype and not polished at all.
From what replies I got so far, and from yours, I figure that the core game mechanics are really clunky and need to be fixed before moving on and adding more advanced features. I have an idea for what the game is supposed to be, but it's just gonna take a lot of time to make it and I want to get some early feedback, so it doesn't just sink once I finish it.
I'll try to add more things so you have an objective, make a second demo, and fix the stamina/movement and other things. And THEN after that I'll try to get some more opinions, so it looks more like a game and not a playground. Appreciate the comment and that you tried it.