I made games professionally for over a decade working in QA, then as a QA lead for years, and working my way through production for years. I'm intimately familiar with the game development process. This game isn't done.
I started keeping track partway through a playthrough. It isn't a complete list of the things I saw. These also aren't fully researched (I'm playing for fun, not working for the team).
Text is not accurate which makes it look a lot more valuable to a greenmage than it actually is. In the pen and paper game it only works on weapon attacks. The tooltip in Solasta doesn’t limit it to weapons. This should mean that it triggers from cantrips, and magic missile, and scorching ray and the rest. The tooltip also doesn’t indicate that it’s limited to doing extra damage once per turn and always triggers and is “spent” on the first successfully damaging attack (unlike the plethora of attacks that will ask you if you want to use the ability (paladin smite and the like). All of that combines to make the spell seem a lot more powerful than it actually is which can make the spell feel disappointing for having the limitations it has.
The spell doesn’t always work. Your QA team can figure out exactly when.
It may be that a second cannot work on the same target (ie: ranger and greenmage).
I had a hunter’s mark up, took damage and lost concentration. I cast a new hunter’s mark on a new and undamaged target that no one had previously cast hunter’s mark on and shot them with an arrow. They took D8+3 damage in total without taking damage from the hunter’s mark and the hunter is still concentrating on the freshly cast spell and the target didn’t die from the attack.
In the same fight I tried to move the hunter’s mark from one target to a new fresh and undamaged target and hit them. This second target already had hunter’s mark from a greenmage on them. They took D8+3 damage with no damage from hunter’s mark. On the second shot they took D8+3 and also D8 damage from colossus slayer. The same target did take hunter’s mark damage from the greenmage.
Moving the mark to a second target doesn’t (or doesn’t always) put an icon on the target to signify that you have the mark on them. The caster is still concentrating on the spell, but you can effectively forget which target has a mark up by which caster.
Burrowing seems to make a creature immune to the damage when entering the radius of this spell. This makes me think that anything like misty step would do the same thing, and it’s possible that invisible creatures would avoid the damage, also.
I’m going to assume that bestow curse damage has the same hunter’s mark issues. Separately, this should apply the extra 1D8 damage to each attack meaning 5 magic missiles apply 1D8 necrotic curse damage 5 separate times. This would be using a 3rd level spell slot bestow curse to function like a first level slot hex spell (not implemented in your game yet). This is a pretty bad spell (not your fault, it’s in the player’s handbook) and it’s been hard for me to make useful. Things die before you can really get in for a touch spell, and then use disengage to get some distance, and then use something like a scorching ray or else to trigger the curse damage.
Does nothing (or the tooltip is broken)
Cannot be used to attack the round it comes into play. The player’s handbook says the spell can do this, and the flaming sphere can do it in your game.
It doesn’t make sense that when you identify an item you’re given the name, and then you have to go into your inventory to get the actual details. There should be something going on that defines the item for the player. As a place holder you can just display the detailed view of the item on screen as if the player cursored over the item and held alt. If you're going to spend the time to cast the spell you're going to want the details.
Doesn’t counter Aksha’s darkness and her darkness can be cast within daylight (the spell). That’s basically the point of this spell and this fight happens as players get access to it. While some things in the game exist that daylight cannot defeat it seems pretty stupid to me to bring in the spell and an opportunity to use an amazing feature and then bypass it immediately with an exception. That’s a huge “feel bad” moment you created by hand.
Summon Minor Elemental
Very weak feeling spell with a +4 hit modifier (CR 2 elemental) for a small amount of damage. You get access to it later in the game (which is as it should be) and by then it has a very limited ability to be functional in combat. The flaming sphere is better, the spiritual weapon is better, spirit guardians is wildly better and they’re all lower level and not having to spend the player’s bonus action to make the spell act doesn’t even things out. They can be damage soaks which isn’t nothing. Still, the overall feeling is very underwhelming.
None of these currently require the spell be prepared. It just needs to be known. Ritual spell functionality isn't done being implemented.
Concentration will be maintained on a summon spell after the thing the caster has summoned has died.
This doesn’t work on the Misaye locked chest quest. I understand that this is a quest and it’s designed to have the DC always be higher than what the player rolls until the troll cleric urges you to pay enough to get the magic sword. There aren’t many instances where this spell could be useful and this seems like one, and then it doesn’t get totaled with your attempt.
I found one instance in the game where this spell was useful (I happen to have triggered it at level 10. This leaves it feeling like a really weak option to have learned. This is a “feel bad” within the game.
This spell sticks around after it's no longer being concentrated on. This can effectively make it impossible to move forward without taking damage from the spell because it won’t go away. This also has the potential to kill the player if it happens to be cast in a place where the player will be standing during a cutscene.
The combat log doesn’t say what triggered attacks in an easily read way. You can figure it out if you spend time on it. It would be a lot more user friendly if when you attack someone with a weapon attack that has extra radiant damage on it, and also use a smite ... each of these damage sources should be clear and apparent. This is the case with virtually every other video game of this type. Either there is one line item and a sum of all the damage with hover over to get a breakdown (which seems best), or a separate line for each component of the damage that lists both the source and also the damage (rather than a list of damage sources, and then separately a list of damage quantities).
You have the heavy tag on weapons like the greatsword and longbow, but small creatures can still use them without disadvantage.
When you reach level 6 there to pick a second favored enemy and terrain there is no indication for what you currently have and no way to look at it other than to cancel. The triangle warning icon already exists in the feats section to display when an option doesn’t provide much benefit. This is really two separate bugs.
Does natural explorer do anything at all? The description makes it seem useless.
Colossus slayer damage doesn’t trigger correctly. It will trigger only once during the character’s turn with multiple attacks, which is correct. But, it can additionally trigger from opportunity attacks. It should be able to trigger any time the character deals damage to a wounded enemy, but only once per round (similar to sneak attack).
Colossus slayer may not trigger at all if the first attack kills the target before the colossus slayer damage can be added in. For example: strike a target with 5 hit points with an attack that does 6 damage with the base attack. No colossus dice will be rolled and no hunter’s mark die will be rolled. If the hunter then targets a different wounded enemy and attacks there will be no colossus slayer damage included in this other attack. And, it clearly wasn’t applied to the first target.
Hunter ultimate level 10 ability is meaningless in this game. This should be replaced with something that would get used. The only way that a bonus to stealth specifically when against a wall and ALSO not moving would be useful within the confines of this game would be while waiting to take a shot to snipe targets, and you can do that wit the pause functionality.
No reason to have sleight of hand. Giving the player the ability to put proficiency and also expertise in this is creating a major “feel bad” moment for players. It’s easy to take a thing out of the game. It serves no purpose and the only thing this can possibly do is make people feel bad for having spent limited resources on it.
Why can I not see my current spell slot status as a mage when I take a short rest? To make an informed decision about when to use arcane recovery you would want to know exactly what your spell slot status is before you do a short rest. This could be a part of the arcane recovery tool tip if you’re not sure about how to include this in the UI.
Seems like characters should only have the ability to attune to items they’re wearing instead of allowing anyone to attune to anything that any other character is wearing. This also creates a situation where you need to make sure the right person is wearing the right thing, and then attune to it. This also creates problems in situations like when you dump 4 rings of poison resistance on the players. It would be easy for player character 1 wearing ring 1 to attune to ring 2 being worn by player character 2.
Movement isn’t decreased when sneaking. Sneak movement should be half speed by default.
Weapons with the loading keyword such as the heavy crossbow don’t actually have the loading feature implemented. Seems like you should remove keywords that have no functionality, and add the keyword once the functionality has been implemented (as with the heavy keyword).
Follow Up Strike Feat
When using a magic weapon you do not get the effects of the magic weapon (ie: +1D8 lightning damage). If that isn’t a bug, then the tooltip should be making it clear that you’re attacking with an unarmed strike or something other than the weapon, and the icon for this attack should be changed appropriately, and the animation used for this attack should be changed because it shows a regular weapon attack.
Two Weapon Fighting
- Attacking with an offhand was not implemented correctly. An attack with a weapon in the offhand should only be allowed when the action was used to perform an attack (which includes thing like a shove). In this game you can do anything with your action and still use your bonus action to attack with your offhand.
Resources are limited and rare. Why are characters provided with a recipe that doesn’t explain what the thing being created does? Shouldn’t you have the ability to see what the end results are before you build the item or before you purchase the recipe? If it’s so rare that you find certain kinds of primed items and not all of the end results are desirable, how much “fun” are you adding by allowing a player to create something they really don’t want and cannot get resources to make another item that may be more useful?
The pacing for weapon and armor crafting is bad. It’s good to not give the player all of the best equipment at low levels, but you seem to be going too far in the other direction with no strength based options other than one two handed option more than halfway through the game. And, there is a shop with a ton of crafting options players get access to very early on.
Automatically equipping new items (rings, bracelets, boots ...) is really annoying and it makes it harder to find the items. I don’t understand why this is default behavior.
This fight is exceptionally poorly balanced. You can reach the fight at level 4 and it’s significantly more challenging than anything else in the game. If there were more equally challenging moments as you play through, then it would be easy to see this as a steep difficulty spike and not much else. Instead, it’s a difficulty wall. The fight can certainly be beaten, but the difficulty of this fight shouldn’t be wildly harder at level 5 than other boss fights are at their appropriate levels. And, that’s exactly what you’ve done. You’ve made the hardest fight in the game at level 4 or 5. And, it isn’t even close. This fight is substantially more difficult than anything else in this game, and it even includes an added bonus of ruining the only strategic application of the daylight spell with a natural ability that is an exception to daylight’s ability to dispel magic.
Green Dragon Illusion
It was really disappointing that when you finally find a dragon fight in this dungeons and dragons game it’s an illusion.
You have a whole side mission about getting this guy his sword. It’s a longsword that does lightning damage. Then you get him as a companion and he’s got two longswords and they both deal radiant damage. There should be a boolean value check to see if that quest has been done and if so it changes his inventory to include the sword that the player gave him. Or, if that’s too much, just give him the sword so he has one that does radiant damage and one that does lightning damage. For anyone who hasn’t gotten the sword it won’t make a difference. For players who got it and kept it they may think he would be using two lightning swords. For players who get it and return it they’ll be happy that it seems like he’s using the sword. For players who do multiple playthroughs and do different things the trick will be apparent, but it's still better than what you're doing now.
Your tip on dodging is worded poorly. It states that you give disadvantage on attacks for the remainder of your turn. That isn’t how it works (it lasts until until the start of your next turn which may be more than the end of the current round, let alone your current turn).
Loot Item Pacing
It’s not often the player gets usable weapons and armor from loot. You should fix that. The Arwin Merton sword is fantastic (too good, really), but it’s a short term reward as if the player finishes the quest it’s gone. As of level 9 (with a level cap of 10) I’ve not found a primed longsword to craft an alternative. I’ve also not found a primed morningstar or a primed battleaxe. This is a problem with your loot pacing and it needs to be fixed. I imagine you want players to have to pick between D8 one handed weapons with no magic vs magic D6 and D4 weapons (I’ve found a magic handaxe, a magic dagger, two primed scimitars, a primed dagger, and two primed short swords), but you’re dragging that out for too much of the total playtime of the game. Then later into the game when you defeat the spider queen you get a short term +3 greataxe. This is underwhelming compared to the outstanding lightbringer greatsword you get access to pretty early on, and I don’t know how common it is to have two separate 2H characters in the same party. And, without the great weapon master feat that would potentially make use of the outstanding to hit bonus from this weapon the need for the extra to hit modifier isn’t very high. A 20 strength grants a level 8+ player +8 to hit. The +1 enchantment on the lightbringer greatsword brings that to a +9 to hit. The two handed fighting style really rewards you for having the most number of dice possible and trying to gain advantage to farm for crits, especially with a paladin using smite for extra damage, and also the champion fighter with an increased crit range. In my opinion you should be granting the player 1-2 low powered 1H strength based weapons by about level 6 (could be something like the mace of smashing with no to hit modifier). By level 9 they should have the ability to upgrade those through quest rewards or crafting.
I have no idea why you’re making it rain +1 leather armor and most other types of armor are pretty hard to find with magically enhanced versions, or the components needed to craft them. Usually studded leather is pretty common and you don't have that as an option at all.
Huge Gameplay Shift After Green Dragon
Prior to the fight with the Green dragon things were pretty open. When you defeat that boss and head back to town suddenly you’re on rails. The game becomes long stretches of exposition followed by walk down a single direction corridor with nothing to explore, nothing to discover, nothing to pick up and then there is a fight, and then you go to the next place along a straight direct path with no exploration where you’ll get exposition. The process repeats. I’m assuming this wasn’t intentional and there was a lot of gameplay you had to cut and splice around to make the last third of this game work within the time you had allotted. If your game isn’t done ... don’t release it. I don’t buy two pieces of bread for $15 hoping that one day the insides of that sandwich show up and it all ends up tasting good. Why would you expect me to do that with a $40 game?
Aer-Elai Acid Pit
What is this supposed to be? You get into a tiny fight with wraiths in a brightly lit space where they have disadvantage. This is the end of the game and they pose no threat. There is a meaningless walk through floating stones then another fight with a single wraith in a brightly lit space. This is a straight line with two fights that are both an absolute waste of time. This is very exemplary of the content after the Green Dragon boss fight.
This is another uninspired straight path through a level with a single fight. There are four greater air elementals which pose no real threat to players at max level. I get it, there is a series of fights with no long rest possible in between. I think you’re going too easy on the players by a lot.
What happened here? I was excited to get a final boss fight. I see all these things and buff up and then a bunch of dragons come in and the fight lasts a single round. Then you move forward and get another final fight. Subverting expectations isn’t the same thing as doing something well. I get it. You wanted the moment where unexpected help comes in to save the day, and you wanted the added benefit of some kind of emotional impact as they get slaughtered in a cutscene before the real final fight. Set up a harder fight and have the dragons join after 6 or 7 rounds and end the fight with a cut scene that also allows the players a free long rest to prepare for the real final fight. This lets the player struggle with a challenging fight and actually feel relieved when the cavalry comes in.
The actual final fight was too easy. It was finished in a couple of rounds. No healing was needed. The fake final fight was over in a single round. This was a really disappointing finale to the game.
Steam profile : https://steamcommunity.com/id/baraz/
yellow flower of courage
yellow flower of courage
Steam profile : https://steamcommunity.com/id/baraz/