Eternal Strands

Eternal Strands

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Shinno 29 ENE a las 3:04 a. m.
Needs a lot of work.
Alright, developers I'm going to give you some feedback here. The combat and movement mechanics need a lot of work. In general even with auto climb off, my character mantels any and everything in a fight. Get rid of it. Second, an enemies attacks such as the dragons should not have target tracking. I dodge out of the way for the fire bomb or what have you that the dragons spit at you and I still get hit. Tone down the physics when you get hit. It's ridiculous that I'm getting flung half way across an area even if it's not a dragon or large enemy. Also, please fix your locomotion system. When I'm trying to run perhaps forward left, or forward right, my character will slide before changing directions. It makes it very difficult in a fight. I'm not trying to be mean, or aggressive in any way. I'm just saying this game needs a lot of work in general.
Publicado originalmente por yellowbrickgames_devs:
Hey there! Really appreciate the thorough feedback. We just want to note that we are working hard on an action plan / roadmap, and it will address a lot of the feedback that's been shared, including combat, inventory, and more. Please stay tuned! 💛
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thumper 29 ENE a las 4:55 a. m. 
I agree, everything just feels kinda off and floaty. There is an option in the settings though to disable auto climb.
Rheetro 29 ENE a las 5:08 a. m. 
Publicado originalmente por thumper:
I agree, everything just feels kinda off and floaty. There is an option in the settings though to disable auto climb.

he just wrote: "In general even with auto climb off, my character mantels any and everything in a fight" - turning it off doesn't help
thumper 29 ENE a las 5:12 a. m. 
:) i just skimmed it and didn't see mb
Doctor Hades 29 ENE a las 5:47 a. m. 
I think the game is good but I was disappointed that the combat mechanics are not explained further after the initial prologue/tutorial section. You are left to basically work things out for yourself, not necessarily a bad thing if you like a challenge but with limited saves it makes for a frustrating experience for me personally.

This has meant the game has suddenly ramped up in difficulty for me and what's worse is that the save option is greyed out once you leave the camp area, presumably to make this more of a Souls-like experience where when you die to respawn but lose progress (in this case it is items you collect).

The game throws invisible enemies at you that split poison/acid that initially had me confused as I was losing health but couldn't see what was causing it at first. There is also a purple archer-type enemy that I found in an enclosed space who I was unable to kill due to it moving too quickly. I died from lack of health potions and was forced to select only three items from the stuff I'd collected, losing everything else in the process. And said inventory is too small in my opinion to start with.

I think the core gameplay is fine but maybe some further tutorials to explain how to approach the first enemies is needed here, along with a better explanation of how the save system works since unlike Dark Souls there is no camp fire to save your progress it; I was forced to return back to camp (unless I missed something?).
flipmode 29 ENE a las 4:06 p. m. 
I really want to like the game.
Brynn has great Character Design and Voice Acting, the graphic style is well done and atmospheric, the freeform crafting is fun. The few cutscenes are looking great too.

The gameplay systems should appeal to my taste, but it´s all horribly clunky.
Enemies move too fast (at least for playing with a controller). Melee combat could use some auto lock-on. Invisible enemies are annoying as hell. Brynn tries to climb all the small stuff like barrels.
Even trying to cut down a tree is a test of patience, as you keep moving forward with every swing.
Your bag is small. Dying is expansive, discouraging exploration.
The story presentation is basic, but trying to make up for it with tons of endless text.

It´s such a long list of things that hamper my enjoyment, I feel the game would have benefited from a year or two in Early Access.

I hope it still finds it´s audience and the devs get to stick with the core idea one way or the other.
Un desarrollador de esta aplicación ha indicado que esta publicación responde al tema original.
yellowbrickgames_devs  [desarrollador] 29 ENE a las 4:17 p. m. 
Hey there! Really appreciate the thorough feedback. We just want to note that we are working hard on an action plan / roadmap, and it will address a lot of the feedback that's been shared, including combat, inventory, and more. Please stay tuned! 💛
Doctor Hades 30 ENE a las 1:11 a. m. 
Publicado originalmente por flipmode:
I really want to like the game.
Brynn has great Character Design and Voice Acting, the graphic style is well done and atmospheric, the freeform crafting is fun. The few cutscenes are looking great too.

The gameplay systems should appeal to my taste, but it´s all horribly clunky.
Enemies move too fast (at least for playing with a controller). Melee combat could use some auto lock-on. Invisible enemies are annoying as hell. Brynn tries to climb all the small stuff like barrels.
Even trying to cut down a tree is a test of patience, as you keep moving forward with every swing.
Your bag is small. Dying is expansive, discouraging exploration.
The story presentation is basic, but trying to make up for it with tons of endless text.

It´s such a long list of things that hamper my enjoyment, I feel the game would have benefited from a year or two in Early Access.

I hope it still finds it´s audience and the devs get to stick with the core idea one way or the other.

Completely agree with all your comments, including the need for a game like this to be tested in early access prior to release so that the developers can better balance the mechanics and address player complaints. Better to do that prior to official release than after in my opinon.
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