Do u want to test my game?

Hey everyone!

I’ve been working solo on Everdawn over the past few months, and I recently released a new major update.

:evergreen_tree: Alpha v0.6 — Ancient Forest is Here!

New area, new enemy, new weapon — here’s what’s new :

:crossed_swords: ADDITIONS

  • New area : Ancient Forest
  • New enemy : Skeleton
  • New weapon : Spear (5 variants — Copper → Diamond)
  • 4 new quests tied to the Ancient Forest and its mysteries
  • 8 new readable documents hidden in the world
  • 3 new steles hidden throughout the world

:wrench: CHANGES

  • The Wooden Sword has been removed from the game
  • Bones no longer drop from resource crates
  • More NPC dialogues and interactions have been added
  • Area names are displayed in your language
  • An animation now plays when picking up items
  • Underwater atmosphere has been improved
  • More English translations have been added

:bug: BUG FIXES

  • Typing in chat no longer opens menus (inventory, quests, map)
  • Unequipping a ring no longer triggers the damage flash effect
  • Goblin king quest is now working properly
  • The blacksmith no longer blocks attacks after closing
  • Character orientation at spawn is now correct
  • Chests can now be opened through vegetation
  • Multiple fixes and improvements to NPC animations and quests

Thanks a lot to anyone who takes the time to check it out and share their thoughts :slight_smile:

:speech_balloon: Join the Discord : Helixo Studio

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:sunrise: Everdawn v0.6.1 WIP

Working on a new Bounty Board system that will offer additional objectives and rewards for players.

Don’t forget to try the game and join the Discord if you’d like to follow development and share feedback! :wink:

:white_check_mark: UPDATE – v0.6.1

  • Mission Board added
  • Dynamic NPC dialogue
  • Fixed Wolf and Goblin spawn issues
  • Spear and Axe balance adjustments
  • Content translation updates
  • Bug fixes


Hope you enjoy the update ! Let me know what you think. :blush:

:crossed_swords: Major Update Coming - RNG Loot System

We’re working on a big change to the way weapons drop and work in Everdawn.

From now on, every weapon you loot will have its own unique stats. Each material has its own damage range so no two drops are ever the same. Every drop becomes unique. Every weapon has real value. And the sell price at the blacksmith will reflect the weapon’s actual stats. :fire:

This is a deep rebalance of the game, more details coming soon. :eyes:

Alright, I’ve checked out your game here a few times over the last month or so, and there are a few persistent glaring issues you need to address:

  1. Camera movement. I don’t know how or why you’ve scripted the camera to be like this but the way it moves especially while jumping is vomit-inducing. honestly you should probably scrap the whole system. Default Roblox camera mechanics will work fine for you until the rest if your game is figured out.
  2. Equipping things is a nightmare. R does not work for unsheathing your weapon, even when equipped. I have to unequip/re-equip the item in the inventory screen to get it equipped, and it randomly re-sheaths sometimes.
  3. Some text (books and steles both I think) is not translated to English. All in French.
  4. Game is super unstable. I’ve played very little of it but it has crashed seriously bad twice. (alt + tab freezes the entire game up AND my mouse. I had to open task manager to kill the app. TWICE)
  5. Mix of realistic assets and stylized low poly ones. You gotta pick a lane and stay in it.
  6. Current treasure system is broken and boring. Too many coin purses and resource crates lying around. Contents of them are all underwhelming. Leave that sort of loot as mob drops or something. Lootable chests/crates should feel more impactful.
  7. Back to inventory, the conglomerate resource/equipment/whatever the third is (I tried to check and it crashed on me) is messy and the tabs are easy to miss.
  8. Combat (what little exists) is boring and unrewarding. Because the game is in the early stages of development I’ll assume you’re planning on fixing this anyways.
  9. Quests are not compelling. At all. Rewards for them are lackluster.

There are more but I think honestly the most important thing for you to do right now is cut a bunch of peripheral content and focus on making your core systems work. Once you’ve done that you can worry about adding new content and extra systems, but for now you need to get a very basic combat system, a balanced/sane economy, and a simple quest system working. Everything else can follow afterwards. Definitely don’t add any new systems or content until you have your core gameplay bug-free and enjoyable. (Also PLEASE get rid of the awful camera movement.)

And a little tip regarding your recent post about weapon stats: sometimes when ever item is unique, that means no item feels special. With weapons in particular, it can also mean that players are constantly switching similar weapons for a slightly better version, which feels more like a chore than a reward.

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Hey so… I played your game and I think you should improve the health GUI I think most of what the comment on top of me says its true😅 I can clearly see the game has true effort behind it, and I would try to make it more intuitive, even though I’m equipping a sword, It doesn’t appear on my character

Thanks for coming back multiple times and writing such a detailed breakdown, I genuinely appreciate it.

Quick updates on your points :

Camera : already switched back to default Roblox camera, that one’s done.

Equipping / weapon sheathing : this has been fixed several times already, but if you’re still seeing issues I’ll look into it again.

Art style : I hear you, but the mix of realistic environment and stylized low poly props is actually a deliberate choice I stand by. It’s the aesthetic I’m going for.

Crashes / performance : I recently identified that the game was poorly optimized on my end, I’m actively working on fixing that.

Loot and rewards balance : these are valid points and they’re not off the table at all, I’ll keep them in mind as the game evolves.

Inventory UI : a full redesign is planned for a future major update.

Combat and quests : I know they’re simple right now, but they’re what’s holding the game together at this stage. I’ll work on improving them when I have the bandwidth.

Weapons and RNG : RNG is already implemented, specifically to make weapons and loot feel more varied. The economy is something I’m actively thinking about.

Overall, I hear your feedback and I take it seriously. That said, for a solo dev project this early in development, I think the game is in a decent place. I’m not planning to change everything at once, but I’ll keep working on what matters most for the game’s future.

Thanks again.

Thanks for the kind words, glad the effort shows ! :grinning_face_with_smiling_eyes:

For the sword not appearing on the character that’s a known issue already covered in my reply above, it’s been fixed multiple times, still investigating. As for the health GUI, the UI has actually already been redesigned and is already live, but it was pushed earlier than planned due to some critical weapon bugs.

Don’t get me wrong, considering you’re working on (I think) at least two projects at once, and the overall scale of this game, you’ve done a good job of it, I just think you tackled too many systems and features at once, and you’ve ended up with a bunch of 80%-finished systems. Nothing wrong with that, as long as you’re able to make it work.

Game is way more playable now with camera changes + ability to equip weapons properly, good luck with figuring out those optimisation issues.

You’re right, and honestly that’s fair criticism. Managing multiple projects at once does lead to spreading yourself thin, and I’m aware some systems aren’t where I want them to be yet. I’m trying to step back and be more focused going forward.

That said, I’ll do my best to make sure both games find their footing and their audience. Everdawn especially has a vision I believe in, and I hope it’ll click for the people it’s made for.

Glad the camera and weapon fixes made a difference, and thanks for sticking around :folded_hands:

:white_check_mark: UPDATE – v0.6.2

This update was pushed earlier than planned due to critical weapon bugs.

  • Weapon drops & damage are now randomized
  • New UI
  • Massive bug fixes
  • Performance optimization

Hope you enjoy the update ! Let me know what you think. :blush:

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