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Aside from glitches I thought that there are a lot of problems with the game that could have been solved easily .
For example having the run or double click teleport would Half the length of the game. I don't think crawling around the village when solving a puzzle adds anything interesting to the game . Too much backtracking if you do not know the solution .
Even if you play for about 20 hours the mechanics of the game are still very confusing . I cannot keep track of which spells can effect specific enemy . Perhaps there should be some clear color coding . Like if I can push one enemy but not another I am not really sure what dictates that, they all look like some blobs to me . I think game would benefit if you made mechanics more consistent .
Many spells descriminate on how they work and I don't think you did a god job explaining it to the player .
I also think there should be a way to reset skills . I run myself into unbetable situation on the last ship mission . It cannot be beaten with the skills that I have choosen . ( had to cheat through it ) As much as I like fixed character builds in this game it is too hard to just start over. It is a beginer trap that puts you in unwinable situation so you cannot go back to level up or beat the game .
Obviously the game has interesting story but I think you need to find a better balance between gameplay and story . I am enjoying the story so far but I think it could be more focused . When the game feels like 80% reading and 20% playing it thraws people off .
Also I think it would be kind of cool if you had different clothes that added stats . Not like sword or anyhtings . Just maybe a gift from a friend thats buffs some of your emotions . Even like a neckless with an animal that buffs imaginary friend skill . Perhaps a charm system .
If you could incorporate items that person feels attachment to and they buff certain skills it would fit the theme of the game and expand on gameplay .
The gameplay will be very different. To be honnest, I don't think it has much in common with winter voices combat system anymore. It's a whole new gameplay. No grid, no turns (or well, there will be turns, but they won't really be turns... ), and only a few key abilities, that you can upgrade and turn into something fun.
We'll talk more about the new system on a future newsletter.
This is something we plan to solve, yes.
The new system will be a lot more intuitive and friendly. That's one of our main goals. No more number crunching everywhere, and stat optimization all over the place.
We want the game to be played and enjoyed by very casual players, while still being interesting for experienced players.
Your build will be a lot easier to change. I won't say "at any time", because the details are not set in stone yet, but that's pretty much the idea behind the new system.
We'd like to increase by a LOT the amount of voice acting we put in the game, as it helps immersion, it helps storytelling, and it makes reading less painful. But as you probably know, this costs a tremendous amount of money. I'm not sure whether or not we will be able to do it. I doubt we'll be able to do it in both French and English. We will most likely have to chose a language. I'm conflicted on this. I'd chose french because I think it's a beautiful langage (and it would be a lot cheaper here in france), but I know english-speaking players are not used to play games and watch series voiced by different langages.
As for the balance between reading and playing, it's the first time someone points it out, so I'm not sure what to think about it. Usually people just skip dialogs that bore them.
There's a lot of dialogs in Winter Voices whose sole purpose is for players who want to know more about the universe. I'm fine with it.
Can you go into more details about what you think should be improved ?
Winter Voices has an overload of information so it is hard for me to know which characters I have to pay attention to .I don't want to read all of it but I also do not want to miss anything important. One thing you can do is to have a colored story marker that would identify important dialogues and points of interest. Also, each important characters should have a visual distinction. On that note maybe you can consider having quest marks to show people where to go ( game is a little obscure when in comes to that )
This is mostly a narrative experience so people should not be confused on the next objective if they play for the story . You could even have a panel that lists the main goals of the episode (that always show current objectives when you click on them) with images and when player completes them the images go from grey to colored . Just something to let player know where he is .
The other thing is the weight of the choices. Almost all choices (not counting party friends) give a fixed amount of experience. If season 2 has stats maybe you could have dialogue choices that would increase stats like humor or perception depending on which things character said. That way reading text will be more interactive as you can build a character based on what you said.
Like In Season One humor had some impact on dialogue. The interaction between stats and dialogue is something that you should expand upon. If you ever played Fallout3 certain dialogue options require specific attribute. Like you could have : To say something funny you need 40 humor and if you do that you get experience reward and unique dialogue option . To help this character find a missing item you need 60 perception etc
What I meant by 80% Text vs 20% gameplay is just the fact that I read a lot more than I interact with the game. If you can make Dialogue a bigger part of the game that would help. Maybe just do not have huge parts of the game without gameplay because sometimes it just feels like power point.
On gameplay
If you have a spell I think it should interact with any enemy to at least some degree. Like you have Debuffs in Winter Voices that will only work on certain types of enemies but it is not clear why. The push should always be able to push because 1 hour into the game player are wondering why their spells do not work on half of the enemies.
Also, I had a lot of problems using my own clones. They block the way and never go away so perhaps any effect like that should have an expiration .
Another thing you can do with Characters is to have few unique active skills that are specific to those characters. Just so there is an actual replay value instead of just compensating stats later.
One of the issues I noticed in reviews is that many people buy this game thinking that it is RPG with combat . Perhaps you could have 2character with no combat ability and one that has some spells that can attack . Just to have that option for those that do not undestand the format of not attacking back .
One character that can progress the game by tanking ( has more defensive abilities)
One character that can progress by running away ( faster than other 2)
One character that can fight back with unique ability to that character .
That is all I can think of at a moment.
Well, a lot of people, including me, watch anime with original sound and subtitles. I played Valkyria Chronicles same way.
Personally, I would have zero problems with French voices if properly subbed.
For the love of whatever, if you do it, please make it and other additional hints optional.
For sure, second book. Really want a physical copy.
In my story Crow - is the only companion, so yes, i give my vote for full-time.
Appreciate your idea of monthly updates, thank you.
Thank you so much for making this game, and for being so committed to its continuation.
One thing that I would like to see is the same depth of character customization. I also think that the flow of combat in 'Transistor' would work really well here. Keep up the good work.