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hi! I'll do my best to get through these. for the record, I did both MKB and Controller alternatingly, especially because of the mouse issue I didn't really find either particularly comfortable.
- thanks for the info re: autoplay toggle
- re: dialogue skip: yeah I just wanna skip the whole shebang, unless the dialogue choices offer actual consequences, in which case I don't. I do usually try to read the story but the game has to hook me first.
- I have upgraded the weapons a fair but, it's just... when they connect it doesn't feel good? like if you look at something like Bloodborne, even the starter weapons feel satisfying.
- I mean when you hit a headshot on a regular enemy, I *think* I am making more damage, but it'd be cool if the damage number reflected that by being yellow or something for a "crit"
- I know about the hotkeys on MKB for the spells, but I don't think I have enough keys in reach to bind spells specifically. Ratchet & Clank does this with the weapon wheel, where just pressing it will switch to the previously used weapon, whereas holding it switches to the actual wheel.
- the climbing being unpredictable meaning I don't really know sometimes if I am attached to a surface or will re-attach to a surface upon a jump. I was climbing on the Arc in the first proper mission, I hit jump and my character jumped *away* from the Arc for example instead of just higher up on his body.
- as far as the colors of outfits: You know how the opportunist outfit is green in the preview image? well, mine came out red. I have no idea why. It'd be cool to know how I tinted it because I do *prefer* the red but I'd definitely like to give it my own spin a little more intently.
I know a lot of these are vague but I'm trying my best to put them in verbiage where you could apply them as feedback.
I genuinely wish you guys best of luck, I of course understand *why* you're releasing now but I am still a little worried to be perfectly honest. I do still plan on buying the game in the near future since I am now almost 3 hours in and somewhat invested, and I do believe you guys have been good sports about feedback.
- lock on in combat could use a further range, and a follow enemy feature, it tends to break out of lock alot too. I think adding this and a soft lock for attacking without locking on would combat a lot more fun. It does get alot more fun the more time you spend getting used to it quirks. also being able to rebind controller mapping would be nice.
The materials you pick for making stuff determines the colors.
Promising but the demo felt pretty unpolished
Dont blindly trust Steam users. Especially those who only have negative things to say. 99/100 times they are trolling and trying to get jester points.
Check multiple sources (not Steam or Reddit) before you write this one off.
The game Is good and feels good but the combat should be improved in order to make It more fun and satisfying. You Need to make It more sophisticated with Better movements and reactions .
I Hope It helps .
Extra effects would also be nice to really drive home the combining of different abilities. Like throwing an ice boulder should cause the ice boulder to explode in a blue cloud and splash ice across whatever it hits. This would be a good indication to players that they need to try mixing and matching different spells together to create cool effects.
You also need to add some mouse over tooltips that explain some of the stats and perks that different armors give you. Like I assume "Max Magic" increase the amount of magic I have available, but I don't actually know that since magic isn't a stat I can look at and see how that perk is effecting my build. Additionally, I don't actually know how each defense works and it would be nice to know how whether the numbers where flat reductions in damage or some other formula.
The vortex spell should also work as cushion when falling. If i can whip it out and get it placed before hitting the ground i should take much less damage.
Walking, climbing, jumping, renders, in hands, as you would apply a tissue on a piece of oil and slowly gliding on a soft magnet with no resistance.
Every time you push the left stick to move forward the character acts like she would accelerate for a short amount of time then the speed becomes instantly wrong and lacks a mix of something between animation and speed.
I wish there was a way to turn your title on early access mode in order to gather feedbacks. Tho I'm impressed nobody in the team, during dev' time felt the same. I could imagine putting in 25 bucks EA rather than 40 in an unpolished title. Indie or not does not matter at all, the final product does. Period.
Good luck. But for me it's a no go. Pardon my average english but it's the best I can come up with.
I was lured in by the art direction that felt kinda good somehow but it's not enough for my taste. I wish I would have something better to say but I can't. I'm deeply if my feedback hurts anyone in the team as it was not my goal.
Launch once again the first intro level of Mario Odyssey, there your finger is the character you move. So I get it, the budget is low, but I assume controls are more a thing linked to knowledge and settings than an huge amount of money. I might be wrong...
In the end I was almost sold on the trailer but I'm glad you putted out an honest demo.
Cheers