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Gate ARPG - Playtest Demo

This is Gate, my solo developed Action RPG game i worked for 16 months at the time of this playtest release, inspired heavily by Path of Exile, Diablo and Last Epoch, Gate is a simplified yet deep Arpg which combines several systems from other games in the genre such as itemization, crafting, quality of life and progression.

For this Playtest Demo, you will be able to play up to level 50 with any number of characters you wish and experience the core gameplay loop. Please consider leaving constructive feedback that improves the game, as this is just the first playtest before a Steam demo release.
The game contains around 60 Skills, 100 total, 60 or  Singular Items so for this demo, randomly generated dungeons with 5 tilesets, 4 encounters with progression systems attached to them, 5 unique classes, 290+ item bases and 16 Weapon types. 

Please join the Discord server for more detailed feedback and followup, you can create a thread in the proper channel to discuss bugs/issues, balance and general improvements!
https://discord.com/invite/SUEdY6FayY

If you want to see how this game was made 2 weeks at a time, check my Youtube channel:
https://www.youtube.com/@noskillgames

FAQ about this Demo/Game

1. What do i do if i find a bug?
Ideally, post in on the discord demo feedback channel, opening a new thread, you can post screenshots and any experiences in your thread. You can also post it here, try to be constructive and specific.

2. When will the game release?
I have an 8 month minimum set after the playtest launches, with as steam page coming out as soon as i can afford to pay a proper capsule art artist.

3. How long does the game last?
The game has a level cap of 50, during my tests, getting to level 20 takes around 2 hours (going slow), but it speeds up around level 15 or so, so i expect reaching cap at around 3 hours give or take. But you can play as much as you like in multiple characters so for however long you want before getting bored.

4. Are you looking for help?
I'm not opposed to getting help, but i don't have anything to offer at the moment, i don't have the income to pay someone for their work and i don't feel comfortable accepting free work from others.

Please be considerate, this is my first release of any game i've made, and im just one guy doing this for fun, not even a studio or team.

Enjoy the game!

Updated 12 days ago
Published 27 days ago
StatusIn development
PlatformsWindows, Linux
Release date 27 days ago
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorNo Skill Games
GenreRole Playing
Made withAseprite, Godot
TagsAction RPG, Character Customization, Loot, Pixel Art, Singleplayer
Average sessionA few hours
LanguagesEnglish, Spanish; Castilian, Spanish; Latin America
AccessibilityConfigurable controls
LinksDiscord, Twitch, YouTube

Download

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Click download now to get access to the following files:

Gate_playtest_v1_6.exe 200 MB
Gate_playtest_v1_6.x86_64 183 MB

Comments

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(+1)

Hi, saw your game after looking up coding stuff on YT, thanks for that! Playing the demo now, and have some thoughts.

1. Some of the menu is a bit broken. For example, if you're on the Enhancing Skill page, close it, and then try to open the brand sheet, you get a broken menu. Additionally, if you're in the brand sheet, close it, then try to open the character sheet, it opens the brand sheet. C should always give you the Character Sheet, B should always give the Brand sheet. Similarly, B and C both close whatever left-side window you have instead of opening straight to the page, i.e. if I'm in the character sheet and I hit B, it should open the Brand sheet instead of closing the character sheet. 

2. I have a Rare Hammer at level 3 and have no way to use it, none of the skills take hammers this early.

3. In related issue, you cannot see what weapons a skill can be used with until you purchase it. I'd rather see that in the buy brand screen.

4. Abilities should recast if I'm holding down the key, I don't want to be spamming my click/key constantly. Same with the left-click move.

5. Left-click move should be able to be disabled as well, it's a bit odd having WASD and click move on at the same time, personally.

6. Ranged skills seem to have trouble coming out at all in 1 tile wide hallways.


All in all, looks promising, but the QoL things definitely start getting in the way pretty quickly. Design-wise, I like a lot of what's going on.





(+1)

Thanks for playing i appreciate it a lot! And thanks for the feedback too!
1. This is a reported issue and will be worked on eventually, im currently fixing game breaking bugs first!

2. The game lacks content, so skills are missing for certain level brackets such as level 1 and so on, the game has 60 skills total and all weapon types are accounted for later as you unlock more.

3. This is a nice feature for the future and i dont see why not add it.

4. This is something i will add as well , but it will take a medium priority on the queue of issues.

5. This can be made into a toggle, is the first time i heard this feedback and i can work on fixing it at a later date.

6. This is one of the biggest combat issues right now and reported, is going to be a tricky one to solve but i will try to fix it as soon as i can, this one has a high priority imo.

Thank you!! If you have more feedback please join the discord and create a thread in the demo feedback channel, i fix and close issues as they come and i post new patch fixes when they come!

(+1)

Hey, I love the game! Very cool idea, and I've enjoyed what I've played! I'd love a web build for the demo. Ran into only a couple of issues in my time with it. 6 real issues I saw, and a few suggestions documented below.

## Bugs
1. When the cultist shot a firebolt at me I got a lag spike. I'm guessing the firebolt is being instantiated when the enemy fires, if that's the case consider using an object pool or make the fireball a part of the cultist. Alternatively it may've been a shader caching thing.

2. As a mage when I was close to a wall the spell doesn't work since since it collides with the wall immediately

3. The enemies sometimes get stuck on obstacles

4. If you drop your health/mana potions in the dungeon you can't pick them back up

5. I couldn't figure out how to use the mana potions, not sure if this is a bug or a UX issue

6. Potions always showed filled unless picked up in inventory


## Suggestions 

1. The worm in the desert needs some kind of attack. He never attacked me so we just sat staring at one another while I waited on my mana to recharge

2. Please some kind of dash or dodge, will add a significantly higher skill ceiling

3. Pause the game when the passives menu is open or if that is not something you want then do something similar to the inventory and make it pop out when it's open

4. Give me some kind of hotkeys for my abilities and put them on screen. It was really confusing to figure out right click was cast

5. Something about the mouse control options is confusing for me. Unfortunately, I can't place my finger on it. I think the problem would be solved by changing from the dark grey of what to click to a blue, red, or yellow. Just make it more obvious.

6. Some menu for the identification of items. It happening automatically was a bit jarring

7. Some of the rocks in the desert seemed like they should have smaller hitboxes 

(+1)

Thanks for the detailed feedback is great!

Yeah i had a web build but i took it down because savefiles between windows and web arent compatible and doesnt break characters with new updates.

1. Ill investigate the fireball lag tomorrow i did not get this feedback issue before.

2. this has been reported too, projectiles have larger hitboxes and i will find a fix for it tomorrow too maybe disabling wall collisions for a bit on spawn.

3. This is also reported, but is a larger feature as the game overall needs a new pathfinding algorithm so mobs do not get stuck on corners and such.

4 . This may be because on the default item filter, all common items are hidden bu default, you can hold ALT to show all loot, i will be adding common items of your level back to the filter tomorrow so they show up.

5. This is something i wanted but got tricky, i could add a hotkey to all skills and shortcuts but since you can keybind any button i would need an icon for each keyboard key to display, you can check all controls on settings for now.

6. The intended elixir behaivour is for them to empty when moved, as this could incentivize grabbing filled potions in the inventory and equipping them after the others run out, so they only fill when killing mobs or entering town.

1. The worm has a bit melee skill and a burrow dash attack, however it seems the dash has such a long cooldown it causes it to idle for a while, i can reduce its cd or add a spit attack in the future.

2. The game has movement skilld later on such as a teleport, a leap slam and a whirl dash but none are made as default, i may add a default dash on a cooldown later if more people feel is neccesary, but as i mentioned, options are and will be available maybe more movement skills starting level 1

3. Many ui issues like closing any menu with esc have been reported and fixed for next patch, the tree pause is another feature that has been requested before and i wanna add it, may take a bit more fiddling to make it work though

4. Same as elixir issue

5. Thats a nice catch i will change it to a brighter color next patch

6. I may add a sound effect for it as a placeholder, as it does not really need to open a menu to do this (is just more convenient ) but i could open the player inventory so you visibly see each item get identified

7. I will check this tomorrow and adjust their hitboxes if they need to be

Would you mind me sharing your demo on our socials?

(+1)

Sure go ahead! The more hands on the game the better , i can find and polish issues better!