The open multiplayer playtest has ended. Thank you for your active participation.
We have received 91.7% positive feedback and are happy with the result, even though we had a lot of technical difficulties at the beginning. We are also aware that many players were forgiving because it was an early build.
What we learned from the feedback.
PvE
Enemies tend to form large groups
We have also noticed that some players simply want to solo and parry, but are unable to do so because the opponents are usually in larger groups. This is because the game is designed for 2 players. We have therefore decided to make solo play possible by adjusting the group sizes.
The game tends to be too easy and becomes even easier in the endgame
We also think that the game has become too easy in co-op. We don't want to make the game more difficult, but we are planning to add Co-Op +. Here the player can increase the difficulty of Conquests and get better rewards for completing them.
The paths in the procedural world are not obvious
We agree with this and will work on a solution.
Multiplayer experience generally good
The overall multiplayer experience was generally well received. We are aware that we had some technical difficulties, especially in the beginning. There are still a few issues we need to work on.
Lost save files
We want to work on the backup system for the save files and minimize the loss in case of corruption.
Cheater
Duel Corp is a single player game with the option for multiplayer, cheats are allowed in offline mode. However, since there is PvP and co-op with random players, we want to detect cheaters and exclude them from multiplayer with random players.
More Content
More content is planned, including more classes, weapons, talents, abilities, curses, objectives, story areas and new regions.
Problems with the key bindings
There were players who suggested better input patterns. The input system has already been changed so that everyone can bind it as they wish.
PvP
▻ PvP will stay in the game ▻ PvP will be 1v1 only
PvP was never really planned, but after trying it out, we decided to add 2v2. However, during the playtest we had technical difficulties and the latency was too extreme due to our network system. So we started a 1v1 test. Even though the connection is sometimes laggy, we want to keep it in the game.
Leaderboard
We would like to set up an in-game memorial for all top players who have achieved high rankings in the playtest.
The open multiplayer playtest on Steam has started and will last about two weeks.
Weekly Status Report
▻ We have removed the current demo for the upcoming playtest
▻ You can now sign up for the playtest on Steam to be notified
TO-DO-LIST FOR THE MULTIPLAYER PLAYTEST
Short list of tasks (Quality Assurance) we need to complete before we can launch the multiplayer playtest:
[Major] Fixing bugs
Balancing
Game flow
Polish
Quality Assurance
▰▰▰▰▰▰▰▰▰▱ 99.9% ▻ Added armor color variations ▻ Added enemies dropping their equipped items ▻ Added co-op map objectives ▻ Added co-op map curses ▻ Added vendor who sells items with rating requirements ▻ Added new emote icons ▻ Added missing icons for armor ▻ Changed map item generation ▻ Changed mining animation to looping ▻ Changed rating calculation to remove competition in party (only missteps are individual, all positive actions count for both players) ▻ Burning and poison effects now have a base damage of 0->25 [...] 10 more changes
Short list of tasks (Quality Assurance) we need to complete before we can launch the multiplayer playtest:
[Major] Fixing bugs
Balancing
Game flow
Polish
Quality Assurance
▰▰▰▰▰▰▰▰▰▱ 98.0% ▻ Added networking loot of treasure chest ▻ Added networking loot of gatherable nodes ▻ Added logic for separate loot for each player ▻ Added different vfx for non-lootable items ▻ Added treasure chest to end of co-op map ▻ Added loading opening treasure chest ▻ Added networking opening treasure chest ▻ Added item to treasure chest in co-op map ▻ Added vfx for defeating bosses / finishing co-op map ▻ Added restpoint vfx effect to spawn of co-op map ▻ Added determining when treasure chest can be opened ▻ Added quality of life: UI for inviting friends ▻ Added legend and description on how to invite to multiplayer UI
▻ Made parrying from sides more reliable ▻ Increased idle duration of patrolling enemies ▻ Reduced head size of bigger enemies ▻ Improved generation of enemy compositions
Short list of tasks (Quality Assurance) we need to complete before we can launch the multiplayer playtest:
[Major] Fixing bugs
Balancing
Game flow
Polish
Quality Assurance
▰▰▰▰▰▰▰▰▰▱ 95.0% ▻ Added quick display for the value of gems ▻ Added UI animation for completing encounters ▻ Added 3D treasure chest model ▻ Added interaction with treasure chest ▻ Added character animation for opening treasure chest ▻ Added animation for idle to combat ▻ Added animation for combat to idle ▻ Added optional obstacles to co-op map ▻ Added logic for stacking talents
▻ Updated Exchange UI to new version
▻ Improved generation of item placement to make more valueable items harder to reach ▻ Improved generation of gatherable node placement ▻ Improved generation of obstacle placement ▻ Improved generation of key placement ▻ Increased chance of items to spawn behind obstacles
Short list of tasks (Quality Assurance) we need to complete before we can launch the multiplayer playtest:
[Major] Fixing bugs
Balancing
Game flow
Polish
Quality Assurance
▰▰▰▰▰▰▰▰▰▱ 90.0% ▻ Added the ability to change keybindings for controller ▻ Added UI that shows which key to press to drop an item in the inventory ▻ Added indicator showing which key to press to scroll in the UI for the new keybinding system ▻ Added new keybinding font for the UI ▻ Added using controller keybindings (not hardcoded anymore) ▻ Added using keybindings when in UI (not hardcoded anymore) ▻ Added that UI and non-UI keybindings can now be the same ▻ Added playstation and nintento switch controller layout ▻ Added hotkey labels to potion UI ▻ Changed keyboard / gamepad icon for keybindings