-Current map feedback
-Current UI feedback
-Current gameplay feedback
This map is pretty straight forward, and doesn't have many features, however, I noticed you can throw weapons outside the walls, perhaps players can be launched outside too and break the map?
The desert arena is a good map, but the pilars on the lower stairs make it very, VERY clunky to fight with normal sized weapons or large ones. The weapons constantly hit the pillars and break the momentum of the fight, while the mid area is really open but everyone spawns there.
On top of the stairs, the "door" that leads outside the map doesn't really add much, as barely anyone goes there, and usually weapons fall out there, by just picking them up and accidentally dropping them. I suggest sealing off that wall.
A fun and open map that I like to play... when it doesn't bug out. You see, bots tend to get stuck on the outer edges of the map, freezing there and are almost always impossible to reach, making the round win for them without any fighting. An example:
Honestly, the map selection is really scarce, and I think the game needs to have diffferent maps to play on, hence why I'm suggesting new maps
It would be a small chasm dividing the map in two, however, there should be a longer route to the other side that's natural (rock formation or so) that's the longest path to the other side, while a narrow bridge that can be destroyed by cutting the 4 spots holding it would be the shortest path. Chaos would ensue on the longer route, while you can use the narrow one to quickly reach the other players (the spawn points could be divided between the chasm)
A cliffside, pretty much, the right part of the map would lead to water with spiky rocks at the botton, making it idea to push others to, while the solid side would be grassy, with a tree near the criff and a small house ruin in the middle.
It's clear that the weapons are not balanced. Let me explain.
-Claymore (longest sword)
Absolutely broken but fun to play with. To balance it out, I suggest making it harder to gain momentum and extending the hilt so you have to be at a medium distance to hit the others, while at close range you're vulnerable.
No point in using this weapon, it has terrible momentum buildup and barely deals any damage, plus it's really clunky. Perhaps make it lighter and hit harder if the ball reaches X momentum.
Pretty balanced out, but bots are seen abusing the stabbing attack, making it hard to counter with weapons that aren't made for blocking.
I'm really sad about the axe, it's hard to hit the enemies with the bladed part, but the damage it does isn't justified, momentum and feel are alright, but it should deal more damage on hit.
Pretty fun to bash others around, perhaps make it easier to bash others? I rarely see a player fly from a hammer hit.
The most balanced imho, and should stay the same
It's a shield and can shield bash, however, it deals a tad too much damage, I've seen my character die from a few hits.
Just to spice things up!
A simple spear, that has a long hilt and can thrust attack (similar to the fists) but deals very low damage when swung at others.
A short, octagonal mace with spikes on it. Should be used to bash others with and be fairly short.
A hilt in the middle and two straight small swords at each tip, making it a weapon to be easy to defend with, but shouldn't deal too much damage.
--Current UI feedback--
The UI looks rather clean, but in the tutorial area I think there should be a prompt showing the player what the select and start buttons do.
When hovering over a map, a small map preview would be nice, it would help the player choose maps they like easier.
When you start the game, you instantly get to the tutorial area. I think the game should have a menu with the settings and so forth and a play button.
--Current Gameplay feedback--
The game is really fun to play and a blast to play with others. The bots are pretty good but a difficult setting would be nice.
The fire mechanic needs a bit of tweaking (more on that on suggestions)
The coin system would also benefit from a bit of tweaking.
It feels pretty meaty to bash others with swords but a bit more of feedback on hit would be appreciated (more on that on Misc.)
The fire mechanic isn't explained in game, but it's easy to understand that the more kills you rack up, your weapon starts to be on fire.
However, I think that the player that has their weapon on fire should deal 1.5x more damage ONLY AT THE MAX LEVEL, and the heat should NOT pass to others' weapons. The fire should also be removed when the weapon is dropped, however, if another player steals it from the host's hands, it should stay ablaze. The fire should still fade out if not dealing damage.
This will make players see the top player (the one racking up most kills) and try and take him out before he gets enough power to trigger the damage boost.
The current coin is all cosmetic as far as I gather, but I think you could build up on it. Whenever a player dies, instead of dropping all the coins they gathered, they should only drop 25% at most. Why? Because you would be able to gather the money and, off match, have a store where you could buy cosmetic upgrades to your character (hats, helmets, armor, shirts etc)
-Have a button to choose which color you prefer
It makes recognizing your palyer easier.
The game is physics based... but there are no ragdolls! I think having ragdolls would make killing a player feel more rewarding and meatier, seeing the corpse fly and react to the final killing blow, and should leave a small trail of blood.
It dissapears too quickly, I think there should be an option to make it be permanent or last longer, and I also think it should have opacity, so it doesn't completely change how the level looks. Bleeding out players would be easier to track if the blood is permanent there.
Also reducing the amount of blood dropped on death would be nice, currently you drip way too much!
And that concludes my feedback on this current build of the game. Thanks for reading!