Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
1.) It feels weird "Z" is the only key to confirm stuff. I'm used to "E" or "LMB" to do things to.
2.) It'd be nice to have a compass of sorts or some kind of tool to point the way to an objective of a quest (unless perhaps the fun of the quest is to find the obj. on your own). Also, it felt slightly stressful to figure out "M" was the map key on my own.
3.) I didn't have time to react and pick up drops from the tutorial monsters. Not that this is big, but it'd be nice.
4.) Feels bad there's no mouse usage in the game, especially for the menu.
5.) It'd be nice to either have a World Map of sorts or labels naming the different zones of a map. For example, if I was in the Shopping Center of the Capital, it'd be nice the south zone would be labeled the Outskirts and the north would be labeled Capital (Central) or something.
6.) The combat roll couldn't be performed up-left, down-left, or down-right. I kept forgetting to use it because I'd keep trying to do it diagonally and it didn't work.
7.) It'd be nice to have unique names for each zone. For example, I thought Sil Planes was all one zone and spent some time looking for the hog. Perhaps I'm just dumb, idk. An idea came to mind with "Sil Planes-North" or "Sil Planes-South" and etc.
8.) I feel it's better to start the game with apples rather than potions. Raw HP is better than %HP especially if going something of an assassin or ability-build without relying on health.
9.) Perhaps I'm dumb, but I didn't know herbs from the bushes restored HP until after I consumed all my potions and I died a few times. I assumed they were components for potions or something.
10.) I feel the checkpoints need to be marked on the map. I died and respawned twice at the central capital before realizing there was one in the shopping district.
11.) I feel there needs to be a key configuration. I'd feel much more comfortable if movement was WASD rather than the arrow keys.
12.) IMO, 10-20 seconds for cooldowns seems rather long. I imagine it'd feel bad if the player went an ability-build early on and have to wait that much; seems ineffective to build that way (but this is chapter 1, so I assume there's a long-term solution for that already setup).
13.) I felt dumb af not realizing I didn't have anything equipped until Lvl. 4. After crafting armor, I'd see it in the inventory and realize I couldn't do anything with it, so I stupidly thought it somehow automatically equipped itself or something. Needless to say, the game felt hard and frustrating until I accidentally went to Character-->Equipment. I feel some directions on how to equip are needed, probably when Claris receives the sword.
14.) Combat was clunky. I noticed Claris couldn't change the direction of an attack once she committed to it. That's fine. But the pushback against the monsters wasn't enough, then. If I started Claris's combo chain at the tip of her range (tip of her sword), I'd end the combo with the monster right in my face, resulting with a likely possibility I would miss. Also, the final blow of Claris's attack chain never seemed worth committing to, even against a boss. The swing time between the 4th and 5th hit was long enough for a monster to recover and attack back, so if it missed, the monster got a free hit. It felt more strategic to do four attacks then roll, reposition, and repeat instead. Perhaps there's strategy in all this and bumping up Claris's agility and increasing her attack speed to avoid this problem, idk. It'd feel bad to have to spend skill points on agility to avoid this.
15.) Lime: "You worry to (--> too) much..."
This happened to me, too. :D
For me, I can use the ENTER key to confirm most stuff. That way, my right hand always stays on the attack/collect keys
im ded