The alpha has been with the testers for a couple of days now and we've started getting some feedback... There have been quite a few bugs and whatnot, all which is pretty normal and expected during testing (it's why the testing is there!) and we have a very dedicated test team working hard on getting it done.
But amongst the flurry of bug reports, there has been some feedback finding its way through as well, which is fair enough, since these poor souls are stuck playing the game over and over again! However, the feedback they've been giving has sort of left us doing a bit of a re-think of a few things, and we want to know what you all think of them as well, and how important they are to you.
First of all, they have found that the loot situation isn't as grand as they'd hoped. In our defense, the loot situation isn't entirely linked to the procedural system in the demo as we didn't want to give away too much before the full version comes out, you know? But if people are disappointed with the demo then they aren't going to want to buy the full version... So it's a bit of a pickle... So what are your thoughts on that? How important is mountains of loot to you? And also, what types of loot are your favourite? Weapons? Armour? Treasures? Ingredients for alchemy? Magical kit? Let us know!
The other major concern is lack of direction for the player. The full game DOES have a storyline, but it's not very evident in the demo, so we're aiming to make it more evident and pressing. If you've been keeping up with things, we've just finished adding in an achievement system, which helps a bit, but isn't story based at all. The quest system (which is yet to be implemented) is going to help with that quite a lot though. But, yet another question, how important to you is direction and story? Or are you the type that plays open world games like Oblivion and just wanders while totally ignoring the main quest? Let us know!
We HAVE also gotten some rather good feedback. It's been pretty much unanimously said to us that the graphics are fantastic, and that the sound design and music are top notch. One of our testers had the crap scared out of them by our procedural ambient sound generator which played a ghostly voice DIRECTLY behind him as he was examining part of the dungeon. This feedback makes us feel good, but a beautiful game is not necessarily a content rich game.
So my final question is a biggie, and it's one that has been weighing on me all day. I've asked some other team members and gotten mixed responses, so I thought I'd ask you, our potential players, to see what you all think.
As you all know, we're launching the full version of the game on December 21st, 2012 (or aiming to, at least) which is just over a year away. Would you prefer that we push through and get you a limited demo to play by the end of this year, and then let you just wait it out a year for the full version to come? Or would you prefer to hang out for a few more months, and have us chunk a heap more content into the demo, making it much more packed, and then release it around April/May next year so there's only about 6 months to wait for the full version, but a more content-rich demo? To be honest, we're quite humble about this project, and we don't really have a clear indication of just how much you guys want to get your hands on the game!
So let us know how you feel about those issues. This is, after all, an indie project, and as such you can talk to us and tell us what is important to you to be in this game! We really would like to know!
Also, here's the usual plug for our social networking sites!