Hello everyone!

We are NoNameGame Studio, a small Ukrainian indie team, and we would like to share the playable Prologue of our first game — Astoria: Faber Exitii.

The free Prologue offers approximately two hours of gameplay and includes:

  • Several locations to explore
  • Story-driven quests and dialogue
  • Different enemy types
  • Three boss battles
  • Blocking, dodging, parrying, and counterattacks
  • Finishing moves
  • Crafting, potions, and consumable items
  • Puzzles, secrets, and hidden areas
  • Keyboard and controller support

We recently released an update featuring a faster tutorial, improved combat sounds and effects, better controller navigation, new crafting materials, new potions, redesigned signposts, and rats that now inhabit some locations.

Play the Prologue for free on itch.io: https://nonamegame-studio.itch.io/astoria-faber-exitii

Thank you for taking a look at our game! Feedback about the combat, tutorial, controls, and overall experience is greatly appreciated.

  • jtrek@startrek.website
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    7 hours ago

    Played it a bit. Mouse and keyboard. Computer details:

    Firefox 153.0, 
    Operating System: Pop!_OS 24.04
    KDE Plasma Version: 5.27.12
    KDE Frameworks Version: 5.115.0
    Qt Version: 5.15.13
    Kernel Version: 7.0.11-76070011-generic (64-bit)
    
    • Sometimes clicking to attack… doesn’t. Not because of stamina, but feels like the input was lost. One-two-three, one-two-three, and then i can’t attack anymore. It’s not missing stamina, but you might want to add feedback when that is the case. Edit: Some areas might be no-combat and maybe I was on the border of one?
    • Dodging is very stamina expensive
    • Stamina regen is slow
    • The dialogue is… passable. I might be an outlier, but I really don’t care about story until after I’m invested a little. The protagonist is kind of a weird mix of blank slate and has-a-personality, which is odd.
    • Fetch quest for honey? …okay
    • Why do i have to explicitly equip the sickle and pick? they’re in the inventory already. Would prefer that was automated.
    • These starting bees are kind of sturdy. Seven or so whacks to finish them off seems excessive. They also have big iframes on their dodges. Even with the axe, they take quite a few hits. Feels like trash mobs should go down in at most one combo.
    • Wasn’t able to get the riposte to work after the tutorial
    • I prefer the estus model of healing. Have a set number until you hit a checkpoint. Is this going to turn into grind-detours to get crafting materials? The signposts only heal you once?
    • There seems to be no benefit to fighting. No xp, no items. Guess I’ll just run past everything. Feels weird.
    • Killed the big bee after getting the axe. Competent fight, but not that exciting. Not a lot of counter-play. Mostly just whacked it and walked away to let stamina recharge.
    • Bandit-mook guy has incredible poise. Finishes his move even when I’m hitting him in the face with an axe. Also, like the bees, very sturdy. I only fought one because the bandits are too sturdy, and there’s no reward. Feels weird, though.
    • Killed big bandit by spamming attack and potions. Don’t have enough dodges to feel good avoiding his smash. Not sure why I have 99 potions.
    • I don’t get anything for killing him? No xp, no cool sword?
    • I didn’t explore much because it didn’t seem like there was a point
    • And then I lost interest

    Games I’d want more inspiration from:

    • CrossCode. Similar visual style. Combat system is more robust
    • Titan Souls: If you want complicated boss fights
    • Valdis Story: 2d side scroller, but has a rich combat system. It has animation canceling as a core concept, which feels great.

    Overall it’s a very technically competent game - better than I could do - but it’s not enough to make me keep going after the big bandit.

    • nonamegame@lemmy.worldOP
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      4 hours ago

      Thank you very much for your feedback and for taking the time to write such detailed and constructive criticism and suggestions.

      The game is still in development. In fact, it is being made by just my friend and me, so we have not yet been able to implement every mechanic and idea we have planned.

      Below, I would like to respond to each of the points you mentioned. However, please do not read this as an attempt to make excuses for the game’s shortcomings. These are simply our explanations and responses to your feedback.

      1. Attacks sometimes not registering

      I agree that we need to add visual or audio feedback explaining why the character is unable to attack.

      There are also several areas in the game where weapon use is temporarily disabled, such as the area before the large bandit fight and inside Varen’s house. This is a temporary solution that we currently need for testing purposes.

      We are continuing to work on the combat system and are trying to make it feel more responsive, fluid, and less clunky.

      2–3. Stamina consumption and regeneration

      We are currently developing several types of armor. The game will eventually have three main armor sets, each providing the player with different bonuses.

      For example, the blue set is called the “Bonebreaker” armor. It is focused on an increased critical-hit chance and moderate stamina consumption.

      The “Wind” armor will focus on agility, attack speed, and reduced stamina consumption.

      We want to build this system around a rock-paper-scissors principle, with each armor set having its own advantages and disadvantages.

      4. Dialogue and the protagonist

      We understand your point. It is definitely more difficult for players to become invested in the story without character voice acting, proper cutscenes, and more gameplay-driven story moments.

      All of these things are planned, but they will be added during later stages of development. We are also still working on the protagonist’s personality and how that personality is presented to the player.

      5. The honey quest

      It is intended to be a small joke: at the beginning of the game, the protagonist is nearly killed by a bee, and then the first quest asks them to collect honey. On top of that, the person who saves the protagonist is a beekeeper.

      However, we understand that without the right presentation, this may simply feel like a standard fetch quest.

      6. Equipping the sickle and pickaxe

      We plan to improve the inventory and add dedicated slots for the sickle, pickaxe, and fishing rod. The player will only need to equip each tool once, after which the correct tool will be used automatically.

      The ability to choose which tool to equip is necessary because we plan to add sickles, pickaxes, and fishing rods of different rarities. They will have different statistics and unique bonuses.

      7. Regular enemies being too durable

      Balancing enemies is always difficult, but we agree that regular enemies should not feel excessively durable.

      We will continue working on their health values, the duration of their invulnerability frames while dodging, and the overall pacing of combat.

      8. Parrying and ripostes

      When an enemy attacks, your character briefly flashes green. At that moment, you need to press the block button with the correct timing.

      A successful parry deflects the attack and builds progress toward stunning the enemy. This mechanic also works against boss attack combinations. If you successfully parry every attack in a combo, the boss will enter a stunned state, making the fight significantly easier and giving you an opportunity to counterattack.

      Holding the block button instead performs a regular block. In that case, the character still receives a percentage of the incoming damage, and the enemy does not move closer to being stunned.

      We understand that this mechanic may not be explained clearly enough after the tutorial, so we plan to improve both its explanation and its visual feedback.

      9. Healing and resource gathering

      A signpost fully restores the player’s health only once.

      At the moment, I cannot say with certainty whether the healing system will eventually become heavily dependent on gathering crafting materials. We will only know after further testing and balancing of the crafting system.

      Your comparison to the Estus system is useful, and we will definitely take it into consideration.

      10. No rewards for fighting enemies

      At the moment, the game does not have a complete reward system for defeating regular enemies. This is not because we forgot about it, but because the character progression system is still being developed.

      We do not want to use a traditional character-level system. Instead, defeating enemies will grant experience for improving individual skills, as well as resources that can be used for crafting.

      Since the skill system has not yet been implemented, those rewards are also currently missing. We understand that this makes it more appealing to simply run past enemies and negatively affects the player’s motivation to explore the world.

      11. The large bee fight

      It seems that we may have made this fight too simple and straightforward. We will continue working on the boss’s attacks, the available counterplay, and the different ways the player can interact with it.

      12. Bandits ignoring attacks

      You may have encountered a bug that causes some bandits to continue their attacks even after being hit by a powerful weapon.

      We will investigate and fix this issue.

      13. The large bandit and the 99 potions

      There are several ways to defeat the large bandit. Some players move away from him and attack between his strikes, while others try to parry his attack combinations and place him into a stunned state.

      Before the fight, you may have picked up a bag containing 100 testing potions. We intentionally left them in the testing version so that players would not become stuck on the bosses and could continue through the rest of the game. It was important for us to receive feedback about the game as a whole rather than only about one difficult encounter.

      The final version will, of course, not give the player that many potions.

      14. No reward for defeating the large bandit

      We completely agree that defeating a boss should provide a meaningful and exciting reward.

      In the next major update, we plan to add more items, additional rewards for exploration, and the first version of the skill system. We are currently planning to release this update in September.

      Thank you again for such detailed feedback. You completed approximately 60% of the currently available version of the game, so your comments are extremely valuable to us.

      We hope that after future updates, you will give the game another chance and eventually make it to the end credits.

  • pH3ra@lemmy.dbzer0.com
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    6 hours ago

    Played for 5 minutes, got stuck here and couldn’t move anymore

    As for now the only feedback I can give you is that the art style of the characters and the environment are a little too different for my taste, I’d like them more “homogenous”.

    • nonamegame@lemmy.worldOP
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      3 hours ago

      We’re sorry that you encountered this bug. Could you please describe exactly how it happened? This information would help us identify and fix the issue.

      We hope this unfortunate experience didn’t discourage you too much and that you were still willing to restart the game.

      • pH3ra@lemmy.dbzer0.com
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        8 minutes ago

        Could you please describe exactly how it happened?

        Of course, I dashed against the fallen tree and I got stuck under the branch, it seemed like a collision issue (I’m no expert, mind that). The bee couldn’t reach me either.

        We hope this unfortunate experience didn’t discourage you too much and that you were still willing to restart the game.

        Of course not, I had to go do other stuff, but I’d be glad to keep playing in the future

  • Sturgist@lemmy.ca
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    5 hours ago

    I’ll give it a go later today/tomorrow. I saw on your page that you have plans for a mobile release. It would be nice if you could try to optimise it for tablets and foldable phones as well as regular ones. I know it’s extra work, but it’s hard to find a decent mobile game to play on my foldable.

    • nonamegame@lemmy.worldOP
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      4 hours ago

      Thank you!

      The mobile version of the game is our top priority. From the very beginning, we planned to develop the game exclusively for mobile devices.

      However, over time, we realized that many people are reluctant to download an APK file or join TestFlight on iPhone. That is why we decided to release the game on itch.io, so we could collect as much feedback from players as possible.

      We are currently working on optimization so that players can easily launch the mobile version of the game directly in their browser on itch.io, especially since around 80% of our traffic comes from mobile devices.

      • Sturgist@lemmy.ca
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        2 hours ago

        Sweet!

        Yeah, I’m one of those people who is a bit cautious about installing random APKs I find on the internet. So getting the demo to work on mobile browsers is a smart move! Another idea would be to put the APK on f-droid.

    • nonamegame@lemmy.worldOP
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      9 hours ago

      Our content includes scenes of violence, which is why we are using this filter. As another user previously noted, we are a new account. It is true that this post is intended for promotion, but we also aim to engage in a dialogue with this community, as feedback on our project is important to us.

    • RogueBanana@piefed.zip
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      11 hours ago

      A little silly but it’s probably for the pixel gore. It’s a brand new account created for PR so they are just following other platforms censorship rules.

      • CluckN@lemmy.world
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        7 hours ago

        PR on Lemmy? They could reach a wider audience by stepping outside and shouting the name of the game.

        • RogueBanana@piefed.zip
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          5 hours ago

          Probably but they seem pretty genuine about actually communicating and getting feedback so that’s cool to see.

  • ChaoticNeutralCzech@feddit.org
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    27 minutes ago

    Looks great! Next time, use integer scaling when rendering limited-palette pixel art, especially as GIF, which also has limited palette and not enough colors for antialiasing.