WestFallen
Enter the world of WestFallen
You are a nobody, destined to grow up and die a nobody. One fateful day, you are thrust into the midst of a war, watching on as your small village is invaded and the people you care about killed in front of you. Narrowly escaping, you set forth on a path of vengeance and destruction.
A kingdom at war
WestFallen, a kingdom in the heart of the continent, is a land full of promise, potential, and beautiful landscapes. The son of the king has taken his rightful place on the throne after his father stepped aside and has gone missing, leaving the kingdom in turmoil and uncertainty. Will this new king rule justly like his father, or will he put his own personal interests ahead of the kingdom? This uncertainty is what gave the neighboring kingdom of Lightgrave license to declare war, before the new king could meet with his generals and come to grips with the responsibility of defending the kingdom.
The son of a local foreman, you watch helplessly as the Lightgrave murder your friends and family, burning your village to the ground, in a surprise attack marking the start of a brutal war.
Left without home, family, friends, or any real purpose, you look to join the war to take revenge on those who robbed you of your life.
However, not all is as it seems… With all of the death and destruction being caused, an ancient looks to gather it’s strength to take advantage of the war.
Features
Compelling Open World:
From the foothills of the mountains, to the glistening buildings of the capital, explore a beautiful open world where around every corner is a new fight, friend, or adventure to interact with!
Character Development:
Starting slowly, but ramping up into wave after wave of climactic action, the story of WestFallen will grip you with the highest of highs, and the lowest of lows. Throughout all of it, level up your skills, master your combat style, unlock perks, and forge and upgrade equipment to better yourself.
Customization:
Fight your enemies, take their loot, and parade around in the most stylish of it. You can equip whatever you want, and reap the benefits of that gear. You can customize your avatar as well, and play through the game as yourself, or don’t. It is an RPG after all.
Fight How You Want:
WestFallen lets you make the choice as to how you approach each situation. If you want to go in sword swinging, shield smashing, you can skill and equip for it.
Maybe you want to unleash the elements on your opponents, that too can be skilled and equipped for.
Support For Ultrawide Monitors:
This game was developed on one, so it would be foolish not to let players use their ultrawide monitor too!
Steam User 2
The West... has fallen...
Also goddammit my game froze and crashed on Wave 40... if there was an ending I unfortunately didn't get to see it.
Overall this is pretty impressive for a one man dev team, good job! Definitely has some potential and I think it's worth improving and building upon!
What I liked:
- The main menu and ingame UI was really neat, not sure if the in-game compass is needed though (I'm assuming it's for a campaign mode or sth). I guess you probably can remove it for now if you don't need to have it there.
- The game environment and models were nice for a low poly styled game, very impressive if you made all the models and environment by yourself.
- Enemy variety was actually good. Until round 20 I thought I could only get away with just holding forward and mashing LMB, but that AoE demon guy appeared and spawned the damage sphere under me and kept my on my toes.
- Voice acting for the intro cinematic was actually decent, I wonder if you recorded it yourself (in which case well done).
What needs work:
- Gameplay got a little too stiff and repetitive. It's easier said than done but things would improve a lot if controls were a bit smoother and the combat's pace was a bit faster. Also make the camera not lock on to the default view angle when rolling, it got a bit annoying.
- Some of the abilities are a bit redundant and weren't that useful (at least in this iteration of the game), the shield wall is practically useless for instance, and I have no clue what the Q ability does exactly. For the Q ability you could probably add a feature where you get staggered a bit when you're struck by the enemy (so the game gets a bit more challenging) and Q would help you tank through the hits for a period of time without getting interrupted mid swing or ability case. For the wall abilty I suggest you turn it into a dome shaped shield that keeps enemies (or maybe only projectiles) away from it (but the enemies that are close to you in the shield's radius while casting it get trapped inside the dome with you, so it incentivizes the player to cast it at the right distance).
- Randomize the enemy spawn locations across the playing field, when you figure out where they spawn, it's easy to stand over the spot and mash LMB and 3.
- You could potentially add a randomized player attribute upgrade feature in between rounds (or maybe every 5 rounds) like most wave-based rogue-likes out there.
Other than that I think the game is off to a good start. Good luck on the development!