Eternal Strands

Eternal Strands

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Does not feel good to play
Yeah it does not feel great to play. its missing any sort of feedback on the hits that connect. No recoil on enemies when you hit them is kinda off as well. Magic feels wonky as well (Aiming for ice and range on throw). Dodging and blocking feels delayed and hefty. The 2D cut scene characters look so bad compared to the in game ones., like missing detail. You guys have a good game here in terms of world building, characters and in game art style but needs alot of work still IMO. Cant see this being fun in time for release which is right around the corner.
Originally posted by yellowbrickgames_devs:
Hey there! Thanks so much for leaving your detailed feedback. This helps us figure out where to focus our efforts in the future to continue improving the game post-launch! 😊

We know that the game won't resonate with everyone perfectly, so we really appreciate you leaving your honest thoughts here. The specific details also help us better understand what is and isn't clicking for you!

Thank you in any case for giving it a try and hopefully in the future we can win you over as we continue to make improvements to the game! 💛
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Showing 16-28 of 28 comments
Originally posted by yellowbrickgames_devs:
Originally posted by eboyarama:
yeah I was hyped for this but the lack of any sort of feedback on my actions just makes the whole game feel like a wet blanket with no personality. bummer.

just so this post isn't without any substance, I gathered some (I think) rather objective feedback, too:

- Autoplay for dialogue cutscenes
- Skip for dialogue cutscenes
- Ultrawide support for cutscenes (have it be opt-in if it could break anything)
- HDR support
- The weapon wheel and the magic wheel should be able to switch between the last 2 used weapons/spells by tapping it
- kinetic magic feels awful (wouldn't make it feel better but a trajectory for the item I am about to throw would help.)
- weapons feel very weak, might be an early game thing though
- climbing feels unpredictable
- the light coming off of the fire lingers way too long and is way too red
- critical / weak point hits could use a different color or at least an exclamation mark
- mouse sensitivity should be able to go lower than 50
- the icon's for Weaver's Grasp and Ensearing Blast look too similar
- Ensnearing Blast is not immediately/obviously useful
- what determines the color of my outfit?
- just to say something nice the SotC inspired bossfight was dope as hell. hoping for more of those.

this game needs to be delayed, hard. keep playing TOTK. I think you'll get there eventually, I think the bones are there.

edit: just saw you gyus want to release in a week. do not do this under any circumstances. if so: start sending out resumees yesterday.

Hey there! Thanks for leaving us your honest thoughts! Giving you some answers and asking some additional questions below:
- Autoplay for dialogue cutscenes -> This does exist in both settings and as a toggle (triangle / Y on controller)

- Skip for dialogue cutscenes -> Do you mean an entire scene skip? You are able to skip through dialogue by clicking through, but let us know!

- The weapon wheel and the magic wheel should be able to switch between the last 2 used weapons/spells by tapping it -> Are you playing on controller or KB&M? There are hotkeys for KB&M if that's what you're playing on, but well noted for controller!

- weapons feel very weak, might be an early game thing though -> Yes, the intention is to keep upgrading / crafting new weapons. Let us know if this is still feeling too "weak" though, as the intention is to swap between magic casting and weapons continuously in combat!

- climbing feels unpredictable -> Could you please provide more context on this? Is it in environments or on Epics specifically?

- critical / weak point hits could use a different color or at least an exclamation mark -> The "skin" that takes damage is a different color, but do you mean that it's not distinct enough?

- Ensnearing Blast is not immediately/obviously useful -> This is fair, but if you keep experimenting, you may find some deadly combos!

- what determines the color of my outfit? -> The loot you're using has different colors associated with it, which in turn changes how the armor looks! We are looking into a dyeing system for post-launch. 😊

As for the rest, thank you SO much for taking the time to give us all of this feedback! We will continue to improve on the game even in post-launch, but the nature of self-publishing means that we often need to make hard choices in development. No game is perfect (ours certainly isn't!), but with feedback like this, we'll be able to keep making positive changes that we hope will resonate well with you all. 💛

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.
spityyy Jan 21 @ 3:31pm 
Additional thoughts after spending more time playing, getting more familiar with combat and upgrading armour etc.
- 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.
Concrete Jan 21 @ 3:33pm 
Originally posted by eboyarama:
- 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.

The materials you pick for making stuff determines the colors.
The lack of feedback in combat is an absolute no-go for me. No punch, no feedback, no OMPFH!, feels janky and somewhat "rubber-ish" like playing a character on ice skates.

Promising but the demo felt pretty unpolished
Ruebeus Jan 21 @ 8:23pm 
Originally posted by Fiach:
Thanks for the views on the game, no demo for PS 5 users unfortunately so this is a huge help.

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.
garytc78 Jan 22 @ 12:43am 
My personal opinion After playing the demo:

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 .
garytc78 Jan 22 @ 12:50am 
Some special effects and explotions suffer from"low frames effect" , It should also be improved
garytc78 Jan 22 @ 12:57am 
I dont want to be criticized, but a small delay would help this game a lot I believe! I really Wish the devs had a lot of Sales, but they need to improve some fundamental combat aspects as many users have already mentioned
Orionox Jan 22 @ 4:04am 
I know not everyone is a fan of hit stop, but that might add some much needed weight to the combat. Hit stop, small staggers, commitment, and weight are what make fighting monsters in monster hunter fun, and this game would do well to try and emulate that experience. It feels pretty floaty and not super grounded right now. Additionally, the amount of space you move when attacking is pretty extreme in my opinion. I'm intrigued enough to buy the game, but I do hope you can tighten up the combat. Also, with the mixing of magic being such a big part of them game you might want to think about giving a spell that better encapsulates that mix/matching early on to prime the players for using that system.

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.
Last edited by Orionox; Jan 22 @ 4:36am
garytc78 Jan 22 @ 4:38am 
Yes, hit stop can be a good idea but I would prefer strong slow motion effect like in dragons dogma 2 when hitting with two handed sword
Ozgarden Jan 22 @ 8:18am 
I am deeply sorry but I was not able to able to reach twenty minutes of play, the feeling is not there at all. It's like you're walking on invisible ice blocks. When you hit an ennemy there are no feedback at all and the hitbox is weird like the ennemy would be a part of the main character or as if you would hit nothing at all.

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
Last edited by Ozgarden; Jan 22 @ 8:27am
yellowbrickgames_devs  [developer] Jan 22 @ 8:52am 
Just wanted to say thank you to everyone leaving feedback - it's BEYOND helpful! We won't be able to answer every single comment directly at this time, but please stay tuned for any updates and future patches that address these concerns. 💛
My one complaint so far is that the lock-on system doesn't seem to work as expected. When you're faced with multiple enemies, clicking the button seems to puck one randomly, and flicking the stick doesn't cycle between them.
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