Wanderlust: Rebirth > 一般的な話題 > トピックの詳細
Minish 2012年12月4日 0時58分
Is this game worth it?
It seems pretty interesting and I think I could get into it but I just have to get some other peoples opinions. Also how active is the online community? Finally is there going to be a sequal of this game anytime soon?

Edit: So I'm leaving this up in case someone is interested in what you all said but this post is from several months ago......
最近の変更はMinishが行いました; 2013年7月16日 0時12分
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Baichow 2012年12月4日 1時24分 
I want some opinions too. If it worth then I will buy it
Atra Sevoinn 2012年12月4日 2時52分 
The community isn't very active, and the game itself is really underwhelming. It feels like there's something decent under there - especially if you can play with a full team of four players - but it's hidden under a lot of things that are more tedious than fun, like the inaccessibility of even the lowest tier of equipment and the likelihood of being killed in one or two hits by most things until you grind for a bit.

For the record, I did want to enjoy the game, I just feel as though the actually fun part of the game is trapped beneath the developers' misconception of what "difficulty" should be. They've defended the crazy crafting costs and stuff because the time-investment required to be effective is "part of the challenge".
最近の変更はAtra Sevoinnが行いました; 2012年12月4日 2時57分
Doktēr Rößotník 2012年12月4日 3時37分 
I'm going to say 2 things:
1) Amazing dev support. He literally fixed my one gripe with the game within a few hours.
2) Lots of fun. It's like Zelda+Diablo. I don't know what Affectionado's problem with it is, but this isn't a button-masher. It's all skill, it's meant as a co-op, and the grind is relatively non-existant. It's meant to be enjoyed gradually, not as if the end-game is the only part worth playing.
Insert clever name here 2012年12月4日 5時36分 
I bought a 4 pack for my friends and I to play together but the interface is just not friendly at all. the gameplay isn't fun. The demo is on their website so go there Play the Demo save your money for something that is fun. I guess this supports Starbound so it was worth it to me.
2 Angry Inches  [開発者] 2012年12月4日 6時31分 
EcchiiSketch の投稿を引用:
I bought a 4 pack for my friends and I to play together but the interface is just not friendly at all. the gameplay isn't fun. The demo is on their website so go there Play the Demo save your money for something that is fun. I guess this supports Starbound so it was worth it to me.
May I ask how far you and your friends got in the game? What was the last chapter you beat? How many chapters you played?

Wanderlust shines when players work together to beat chapters, this isn't really the case on normal mode settings on chapters. Try the chapters on hard and epic for a greater challenge.

There are also a lot of things under the surface of Wanderlust that players who invest very little play time into will not experience, such as how all the character classes work together, etc.


Regarding crafting costs, players are not really expected to craft anything until at least chapter 9 (you unlock crawl mode) or by playing hard/epic difficulties. I think a lot of players feel there is a huge grind to craft when they play the first few chapters and see the small amount of tokens you receive, however, keep in my there are other ways to get equipment, such as breaking barrels or buying them off of Gregin in the lobby.
最近の変更は2 Angry Inchesが行いました; 2012年12月4日 6時41分
Daynar 2012年12月4日 8時01分 
EcchiiSketch の投稿を引用:
I bought a 4 pack for my friends and I to play together but the interface is just not friendly at all. the gameplay isn't fun. The demo is on their website so go there Play the Demo save your money for something that is fun. I guess this supports Starbound so it was worth it to me.
I agree with the interface being anoying. However, the gameplay was fairly fun for me. The classes all play completely different and different specs have completely different play styles. (For example on my fighter I specced as a glass cannon based on the jump attack and counters, this results in me jumping in and out of combat and constantly using the shield. However, when I played as a tank with a friend I speced into the taunt and health and this resulted in me trying taunt everything off of my friend and using the shield less (my friend froze everything :P))
2 Angry Inches  [開発者] 2012年12月4日 8時26分 
I think that a lot of the people disappointed with Wanderlust: Rebirth were expecting a different type of game. Think of Wanderlust: Rebirth as an old-school arcade machine, where beating a level wasn't the end, but mastering and getting the best possible score was. Having items and more skills just makes that goal easier.

With that said, we are working on Wanderlust "2", that we feel will be what the majority of players that didn't find what they were looking for in Rebirth, will be happy with (free roam, etc). You can read more about it here: http://indiegames.com/2012/09/wanderlust_rebirth_giveaway_up.html

As for your concerns about the interface, we would love if you guys could give us some suggestions, or what you found annoying with its functionality so we can make it more user-friendly. We have been looking/playing this game for 5 years now, so it is very easy for us to overlook certain aspects, such as the UI.
Daynar 2012年12月4日 9時28分 
It's not realy bad the problem I initialy had with it is the lack of mouse support in the inventory. The press and hold space + arrow keys was wierd at first but I got used to it. The menus themselves are easy enough to navigate the main problem I had was with inventory/storage/shop.

Also don't stray to much from the arcade design. Realy enjoying the nostalgia of a game type not really made any more. lol

EDIT:
WASD works for inventory navigation while only the up and down arrows work the left and right arrows don't.
And it would be nice (imo) if when u pressed space to select an item you didnt have to hold space and the options are arranged verticly next to the item . Press spaceto select an option.
Also it would be nice if you it automaticly compared a piece of equipment with the one that you have equipt.
another thing that bugged me at first was the storage chest, it would be nice if it displayed to the right of normal inventory and you could move items back and forth from there.
the gem replacing stats was a bit alarming at first it might be more clear if a gem icon was place next to the stat that will be changed if you augment and the conformation window showed more obviously that it would replace the other stat (currently the stat that will be replaced is green) imo it would be nice if gear didn't come origionaly with a gem stat
it would also be nice if you could augmenton get you have equipt.
最近の変更はDaynarが行いました; 2012年12月4日 9時52分
YippyJoe 2012年12月4日 10時54分 
I was worried about this because of so many negative reviews, but here I see the developer is actually active on the forum and I like what he's saying about it. I'm going for it!
Minish 2012年12月4日 11時22分 
Ok so is rebirth the last wanderlust game? or are they currently working on a new one?
2 Angry Inches  [開発者] 2012年12月4日 11時24分 
YippyJoe の投稿を引用:
I was worried about this because of so many negative reviews, but here I see the developer is actually active on the forum and I like what he's saying about it. I'm going for it!
Thank you, it is hard to fix the issues that people have with it when people only say "The game sucks!", without knowing any details about what made them stop playing.

Rebirth is the first Wanderlust, there will be another in the 'near' future.
Minish 2012年12月4日 11時41分 
Is the second one named yet? because for some reason I'm having a hard time finding any information on it
2 Angry Inches  [開発者] 2012年12月4日 11時53分 
Red の投稿を引用:
Is the second one named yet? because for some reason I'm having a hard time finding any information on it
No name yet, and has only been slightly detailed here: http://indiegames.com/2012/09/wanderlust_rebirth_giveaway_up.html
Atra Sevoinn 2012年12月4日 12時47分 
2 Angry Inches の投稿を引用:
Regarding crafting costs, players are not really expected to craft anything until at least chapter 9 (you unlock crawl mode) or by playing hard/epic difficulties. I think a lot of players feel there is a huge grind to craft when they play the first few chapters and see the small amount of tokens you receive, however, keep in my there are other ways to get equipment, such as breaking barrels or buying them off of Gregin in the lobby.

That's the thing, though. Items drop VERY rarely from barrels, and it still takes several chapters before you can afford even one piece from Gregin. I understand your intention is that players aren't "expected" to want to craft - but the truth is that they do want to. They want new equipment that helps them not die in one hit. I only started doing okay for myself once I had replayed several chapters for CP and had enough money to buy equipment with tons of toughness, because prior to that, every time I'd get in melee range on my Alchemist I'd just die.

My friend, playing an Elementalist, has the same problem but has no interest in replaying levels over and over for small amounts of money and, if he does well enough, more CP. By chapter 7 he was still wearing gray equipment without even a chestpiece, because he hadn't been lucky enough to find any greens to replace them with. He'd die on pretty much every screen because even with all of his CP in toughness (not a ton), he'd be killed in one or two hits by a stray projectile.

It's just a bit strange to have only a couple tiers of equipment and then say no, you're not actually supposed to be using any of these until you've beaten the game on normal. I feel like, at the very least, green equipment should be extremely accessible OR money should be a little easier to acquire. I like the change to have greens available in the store, but I feel like they're still too expensive, and you'd have to beat like, 5-8 chapters to afford one piece, and there isn't anything that sells for enough to really help. Make all loot sell for more, or reward more tokens at the end of a chapter (or maybe from kills/barrels?), or reduce the costs of greens to like, 500-700 tokens. It would help ease new players into the game.

I have other gripes, but the propensity to die in 1-2 hits frequently until you've "paid the toughness tax" is the biggest one. The game doesn't really feel like it's "meant" to be played with less than four players, especially not without a cleric. Characters move pretty slowly, especially when you're just trying to walk across a screen after killing everything. Augmentation had me really excited until I realized it completely replaced stats for marginal stat gain, rather than being a straight upgrade.

And to touch on one other point, no, I knew what kind of game this was. It immediately reminded me of Lunia, a arcadey Korean MMO that I played many years back, and I really wanted to enjoy it like I did Lunia back then. It just feels like, because this game was essentially in progress for 7 years (I played early prototypes in programming class - I went to high school with Sal) there are some design decisions that only serve to befuddle the game rather than provide "real" difficulty. It definitely has a niche of players who enjoy it, but I know you realize how small that niche is. To you and that niche of players, it may be fine how it is, and that's okay. I'm just offering a different perspective, one that I've found that many of my friends share.

Hope that helps!
askanek 2012年12月4日 13時07分 
game is well worth it i hope it continues to expaned
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投稿日: 2012年12月4日 0時58分
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