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																									报告翻译问题
							
						
											
Here's why;
Although my following comparison may not be completely fair either, it's almost like you ace comparing all games with pixel-graphics and a controllable character to each other because they have the same art-style. But a modern roguelike will be very different from the old Mario on NES.
Cube World aims at being an open world RPG. This makes you play the same character for a long time, eventually restarting now and then because the level scaling is almost impossible to keep at a sane level forever.
We're aiming at doing level-based raids without RPG-style character progression. Rather than clinging to leveling up and finding better gear we want the game-play to be varied enough to stand out as exciting and fun on it's own.
So although both games have voxels and mob-killing, they are very different in the way you play them. We do not aim at competing with Cube World in any way. Hopefully this will become more apparent along the way, while we add more content. :)
I understand what you're saying but i see huge issues with everything you're trying to accomplish.
First the name of the game is Lootfest...how can you have a lootfest when there is literally no loot in the game (health and secondary skill drops arn't the same). I mean obviously the game is early access but the current class system makes it so no matter how much you play you don't have any sense of accomplishment or progression because the classes stay the complete same no matter what. Which makes it so loot will never be needed.
The current maps are kinda a joke, you don't have to kill anything except the boss (which are also way to easy to kill) and because there is no loot or progression system there is no visible reason to kill the other mobs (gold gets you nothing but food at the best which if you can do basic dodging you have no use for)
Now I'm not trying to go on a bash quest. I like the fact that you can edit and make your own stuff, maps, etc in the game but I've seen something similar in "Fight the dragon" which actually allowed you to make a storyline for your maps and had a decent progression system.
Don't get me wrong I do expect something good (which is why I bought it) but with what is available right now I can't see it competing with any other voxel based hack & slash and trust me I've played tons of them (trove, cube world. forge quest, fight the dragon, etc)
I just don't see how the current system with no type of progression of any sort will ever amount to game play that varies enough to stand out among other voxel hack & slash games let alone be exciting and fun to continuously play.
and your complaint about unfair comparisons is pretty funny, we arn't comparing something new to something old. The comparison is also more than just art style, which don't get me wrong the voxel art style makes up half of the game genre. The genre is Voxel-based (art style) hack & slash (play style). Any game that fits those 2 conditions is able to be compared with your game. Though the plot or point of the game (mmo, open world, yada yada) may be different the comparison is more on the control of the game(character control/fighting style), feel of the game(atmosphere of the game) and play-ability of the game ( ability to continue playing the game for an extended amount of time due to game content and the want to play it)
Currently lootfest doesn't have a plot or point (early access so I can accept this)
The control is similar to most voxel hack n slash with the exception that due to the map style the camera can be wonky
The feel is non-existent, you are random character A that randomly kills monsters with which ever left or right click attack you want to save random baby A over and over
The play-ability is one time. Until decent changes i don't feel the need to play it again because no matter how much I play it I will always be random character A equipped with random 2 attacks (A B C or D) that walks through a map to collect keys and for some reason kill a boss for a baby. I wont ever become more than that in your system and some random character B that just bought the game could walk in and be the exact same as me despite random character A spending way more time in game playing.
It's not on steam though
Your input is much appreciated; It's great hearing what you think needs the most improvement, and what you would like to see in the game. I've jolted down some notes from reading your post that I think will keep us on a track where we can both please you and stay on the track we're aiming for. I will discuss these with Fabian tomorrow at the office.
I guess all I can say in this state is we're working hard to develop the game as quickly as possible without stressing and losing quality to bugs and crunch time.
It's probably going to be a little while until we can please you, but I'm sure we will eventually, so stay tuned - and please post again if you feel that there's something we're missing on the way! :)
Thank you for replying decently quick and for taking criticism well I hope to see good things in the future :)
Also if you want an outside opinion on something feel free to run it by me, I kinda have a decent amount of experience playing various types of games :)
I loved the idea and art of Cube World (i prefer not to talk too much about this one...grrrr) and i'm enjoying a lot Forge Quest. Obviously, i prefer RPG and char progression games but i love this art style and i hope to be enjoying also Lootfest in the future, when the fun and content will be more than just potential.
So, good luck feeding the "ugly duck", hope to see a big swan someday.
At least for right now while you're waiting for lootfest, I recommend checking out Trove from Glyph (The people behind Rift, Defiance, ArcheAge) it's a voxel hack & slash mmo-ish game. It's pretty fun. Perfect for waiting on lootfest to grow into a swan :)
You do know how many biomes, bosses, dungeons, weapons and classes they have right?
It only gets repetitive after a long time of playing it
I really don't get what seems to be dislike for any leveling/equipment hunting in the hack and slash genre which basically makes up the main reason to play a hack and slash. I mean you can make a boss or enemy as complicated as you want but when the playable character doesn't have anyway to advance themselves (IE: get better skills, better equipment, look cooler/feel cooler to play) it gets extremely boring to continue playing.
Having levels to separate difficulty makes it so players have a goal worth working towards and incentive to keep playing the game. Saying anything like "level scaling is almost impossible to keep at a sane level forever." just means you should have level caps for the end game where you have difficult raids and dungeons only meant for people that know what they're doing because they spent the time to get there.
And equipment can have way more effects than "oh this sword does more damage than that one" I mean look at the diablo series, with different item sets they completely change how you play the different classes(what skills to use, role in a fight, etc)
Having actual skills that you get from playing a class other than basic left/right click gives you reason to play a class that fits you more than playing one because "this one is easier to clear enemies with in one click compared to the others"
I mean you do seem to dislike what makes up the only currently successful hack and slash genre games that have a leveling system or an equipment system or both but never none. I really just want to know your planned end game for this is because at this point I honestly i have no clue as to what it is.
PS. just because I'm using systems from diablo or high cost games as examples of stuff doesn't mean I'm saying I'm expecting their systems used or even anything close to their systems but rather just using them as an example for the reasons I was presenting.
Also PS. I used the wording "currently successful hack and slash genre games" because in theory anything can be possible I just meant I currently don't see how one without those traits listed could be successful which is why I wanna here your end game plan because I'm interested in it.