Bleak Faith: Forsaken

Bleak Faith: Forsaken

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General design feedback
I've loosely followed this project fore years. I'd like to see it come to fruition.
These are some of the issues found in my time so far, and after watching several different people play it.

Movement speed:
Light, medium and heavy armor weight feeling issues. Light is too light, heavy is too heavy. (too much speed variation in the movement, resulting in feeling underwater)

Combo speed:
Combo timing window feels too tight
Light weapons(swift class) could be slighty faster and slighty weaker
Heavy weapons(greatweapons) are a little too slow and a little too strong

VFX:
Brightness issues with some abilities and spells (too much white. generally avoided by using lightblue or mixing colours)

Giants:
The mounted attack VFX and sound aren't great, need something better.
Better explanation of the blade. What is it, Why does it work.
Too much health on legs. In some cases you are forced to use a giant slayer weapon. It negates the fun of a "giant slayer weapon", which should be very strong. You could remove giant slayer from the first boss weapon and put it on some rare weapons, so not to wreck the aberrant knight boss fight.

Ladders:
Some of them are too long. (insert joke here)



Please keep it constructive, so we can help them improve it.
Last edited by Shadow of Moel; Mar 14, 2023 @ 8:56am
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Showing 1-5 of 5 comments
Skulls Mar 13, 2023 @ 12:34am 
Agree and would also add the following:

The ridiculous amount of time spent on some elevators needs to be changed.

I also have an issue with the lighting going black during these longer elevators and tunnels.

The new perk icons are terrible. I don't understand why the artwork was removed for this.

Some stuff needs explanation. Recalibration, entropy, etc.

Middle mouse button needs to be default for targeting or at least an option. The game refuses to register it as a keybind.

Unless you're a caster, abilities seem mostly useless to me.

Weapon specials are too easily interrupted. Also, The dagger backstab totally misses half the time if the target moves.
Rogan Mar 13, 2023 @ 12:45pm 
Really enjoying the game so far and trusting the devs to make it even better.

1) Improve the UI. Completely (items, abilities, perks etc.).
2) Improve the floaty jump/fall.
3) Some water parts (i.e. Deluge), if you swim too far, just "end" as if the water is "cut". I think it would be better if you'd just block our passage before we could see "cut water", which is ugly and kills immersion.
4) Nerf bows and some other missile weapons. Really. At least the enemy ones'. They're horribly overpowered and are too great a threat compared to melee enemies. It reduces fun. Also, maybe "dumb down" their running away a bit. This includes mages.
5) Please implement plunging attacks and most importantly JUMPING attacks.
Last edited by Rogan; Mar 14, 2023 @ 3:51am
Shadow of Moel Mar 13, 2023 @ 8:57pm 
Sounds:
Some of the SFX are kinda raw(rough/unbalanced?). One example is the SFX in the fast travel menu. It sounds like the much reused SFX from the original halflife, that we all heard before. (i could make a list of others, if needed. I noticed 4-5)
Last edited by Shadow of Moel; Mar 14, 2023 @ 8:16am
Six-Demon Bag Mar 13, 2023 @ 9:49pm 
I've spent some time running around in this game...and I got a soft spot in my heart for the three dudes that made this. I love the visuals, and hope to see them continue to work on this, as there is something good here. It just needs some improvement in many areas. I keep thinking that the devs listened to alot of Cryochamber Dark Ambient and made a game based on the music of Metatron Omega, Council of Nine, Atrium Carceri, Beyond The Ghost...which I really like. I'd say just get the controls sharpened up and check those map points where a player can get stuck and not be able to get out without jumping off a cliff and dying.

UI needs polishing...ALOT
Movement needs to be smoothed out.

Aside from these issues, I'm enjoying this game. I'll buy a few more copies for some friends to try out(26$ is a pretty good deal)
Shadow of Moel Mar 14, 2023 @ 8:21am 
Ghosts:
The visibility is too low. They're almost invisible. An faint aura effect or similar would be great.

When the HUD is on auto, the healthbar doesn't activate when touching ghosts. So you can't see, that you're losing health.
Last edited by Shadow of Moel; Mar 14, 2023 @ 8:27am
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Date Posted: Mar 12, 2023 @ 8:38pm
Posts: 5