I've poured a lot of love into the details. Lots of intentionality, plus my hardworking Claude. Would love to hear your thoughts!
I also started a Discord for any feedback: https://discord.gg/2qjCw6ppKZ
Hope to hear what you think.
It seems to be a fairly primitive game with lots of opponents and no real story.
I'd try to improve the narrative.
For example, the Hobbit was a story of a quest, with a beginning and an end.
And this is a MMO, so I'd consider elements that necessitate player interaction.
For example, in Arc Raiders they designed bosses that were too tough for most players to defeat on their own.
Narrative could definitely use work. It's kind of half built, as I focused mostly on gameplay and now need to circle back to that.
On the MMO part - it's kind of hard to make that a core part of the gameplay since there are no other players yet. There are, however, very difficult bosses if you play for 30min or so and delve deeper into the wilds.
If there's a boss, maybe we can be given a reason to go visit the boss, or told why we want to defeat the boss, or like Mario, why the boss had kidnapped the princess, so we have to defeat the black knight - or big Monkey?
Setting up a basic tension up front guides action. Otherwise I'm just moving around and dodging stuff but not exactly sure why?
Perhaps a link to the blog in which you detail this project and/or it's github repo?
What lessons learned? Are you trying to avoid insecure code? What architecture are you using?