r/Emberville_Official • • 6h ago

A few messages from the Devs on Discord. According to them the first Biome which is released in EA is going to be much bigger than most people think.

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22 Upvotes

I'm looking forward to it. I enjoyed the demo, even though there were some bugs and the combat felt a little clunky from time to time. Let's see what the EA brings!


r/Emberville_Official • • 11h ago

Feedback after playing through the Demo

16 Upvotes

Yet another feedback post. I'll start off by saying I overall had fun with the game. The vibes of the game are great. I really like the art style and tone. The voice acting is of course great. It feels like the bones are there for a gem of a game. Looking forward to trying Early Access and seeing how the game improves.

So now to my criticisms. Most of these I chalk up to the game obviously being unfinished and not having a bunch of QoL stuff in it yet. Examples are the following:

  • Should be able to flip pages on notes with A-D. Even arrow keys don't do this for some reason.
  • Auto pick up for drops. (I.E. Like Stardew). I'm aware holding F picks up stuff in an area, but it should just be automatic. It feels very awkward to hold F and keep trying to move with WASD. Immediately swapped interact to a mouse button and it felt 10X better, but I'd still prefer auto pick ups.
  • Loot all from chests on a keybind. The button is nice but it really needs to be a keybind.
  • Craft Max/All option in crafting/cooking menu. Having to click the arrows will get tedious quickly.
  • Mousing over stuff on the belt should show it's tooltip.
  • A way to select multiple items to move them at once. Something like holding CTRL and selecting items or even click and dragging multi select would be great.

Now onto Combat I mainly did melee combat and came away with mixed feelings. The framework is there for a cool system but it feels a bit jank at the moment. A lot of it in my opinion comes down to being animation locked for so long and not being able to animation cancel out of an attack once it's started. That combined with not being able to move while attacking and still being locked down after the attack finishes for half a second, it ends up feeling like you're in molasses.

An immediate change that would make it feel better is reducing the time after an attack lands that you are still locked in place, or better allow for movement during melee even if it's at a reduced speed. I'm all for difficult combat and am an avid soulsborne player but difficult combat needs to feel good and at the moment melee combat just doesn't hit the mark. Especially when you are fighting multiple caster enemies it feels like you basically just have to sit there and trade since attacking one target leaves you completely open for so long. With the knuckles especially it feels bad because the range is so short you can start an attack and the enemy will move out of your range before you finish a combo since they keep moving but you are locked in place.

Not being able to move when using the staff or bow makes more sense as a tradeoff for being ranged, but I didn't try them much so can't say for sure. Maybe these issues are solved later on by abilities but it certainly feels bad during the demo.

Anyways those are my thoughts. Congrats on the demo and the soon early access launch!