Eternal Strands

Eternal Strands

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Review of the game after achieving 100% completion.
I want to share my opinion about this game. I have completed it with 100% achievements, so I have some thoughts on this project. It’s worth mentioning that I’m a player from Russia, which is why my opinion is unlikely to be interesting to anyone in the modern world, but I’ll try to present my thoughts with arguments. The game undoubtedly has its flaws, but it also has its strengths.

I want to start with the negative aspects of this game. In my personal opinion, there are quite a few of them, and I hope that the developers will address them in the future.

First of all, the story. The plot in this game is extremely uninteresting. It doesn’t engage you at all. Family conflicts and overly sentimental characters don’t fit the atmosphere that was promised at the beginning of the game.

Secondly, the characters. In this game, there are only three interesting characters: the main protagonist, Oria, and the Green Bear -Sev. That’s it. The rest of the characters evoke neither sympathy nor antipathy. They’re just there, like furniture, which is really sad for a game that’s marketed as an RPG. As an action-adventure project, it performs quite well. At the same time, many characters resemble the Draenei from WoW, which is an interesting reference.

Thirdly, this is not an RPG. You don’t have the opportunity to play different roles. You are a battle mage, and that’s it—you swing a sword and throw fireballs.

Fourthly, the terrible PC controls when climbing on bosses. They are very clunky. Often, the character moves in the wrong direction, which can be frustrating, especially early in the game.

Fifthly, the game’s maps are terribly small and uninteresting. There are exceptions: Upper and Lower Dyveron turned out well, and the Institute is a good map. The rest of the locations are very boring and uninspired. I’ll also add to the negatives the fact that instead of an open world, the player is confined to small, limited areas, like a sheep in a pen. The maps differ too much from each other, so there’s no sense of a cohesive world. This kills any desire to explore. Moreover, the world feels empty—there are no neutral or friendly NPCs, just mobs and bosses. This doesn’t add to the RPG experience; it turns the game into a cheap hack-and-slash. The in-game map is very inconvenient, and you can’t place markers, which is a huge downside for an action RPG.

Sixthly, the terrible narrative that completely kills any emotional engagement. The characters are constantly apologizing to each other or worrying about trivial things. In the context of a catastrophe, all of this feels meaningless and out of place. I skipped almost all the dialogues after the middle of the game because they were uninteresting and didn’t match what was happening on screen.

The game has other flaws, but they’re not as significant as the ones I’ve mentioned above.

Now, let’s talk about the positives.

Firstly, the beautiful visual style. Personally, I really like this style—cartoonish and animated. It looks beautiful, vibrant, and appealing. All the elements of the game are consistent in style, and that’s really cool!

Secondly, the crafting and loot system. I’m glad the developers didn’t turn the game into an endless grind for crafting materials. It’s very convenient to create the items you need. There aren’t many of them, but everything you need can be made at the camp to suit your needs. The crafting system is well done.

Thirdly, the flying bosses. For me, they were a very pleasant surprise. I really enjoyed fighting the dragon while flying. It’s epic, beautiful, and dynamic. We need more battles like this.

Fourthly, the combat system. It’s very convenient to fight both in melee and at range, although the bow could still use some work. The focus mode is still hard to use when shooting at small targets. The combination of magic and melee combat looks dynamic and varied, which is great. But, as I mentioned earlier, you can’t be just a mage or just a warrior. Melee attacks are very weak without using magical abilities.

Fifthly, the mobility. I’m glad the developers didn’t restrict the player’s ability to move quickly. However, the fast travel system could be improved to allow teleporting to any point, not just the camp.

In this review, I’ve only shared my personal opinion, so I’d love to hear your thoughts—whether you agree or want to discuss further. I’ll be happy to read every comment. I wish the developers good luck in the future. I’d love to see a DLC. I liked the game, but I wouldn’t say I’m completely blown away. The developers did a great job http://steamcommunity.com/id/yellowbrickgames_devs
Last edited by ЖирНая_МамаШа; Feb 5 @ 4:30am
Originally posted by Mcd00bz_YBG:
Originally posted by ЖирНая_МамаШа:
I want to share my opinion about this game. I have completed it with 100% achievements, so I have some thoughts on this project. It’s worth mentioning that I’m a player from Russia, which is why my opinion is unlikely to be interesting to anyone in the modern world, but I’ll try to present my thoughts with arguments. The game undoubtedly has its flaws, but it also has its strengths.

I want to start with the negative aspects of this game. In my personal opinion, there are quite a few of them, and I hope that the developers will address them in the future.

First of all, the story. The plot in this game is extremely uninteresting. It doesn’t engage you at all. Family conflicts and overly sentimental characters don’t fit the atmosphere that was promised at the beginning of the game.

Secondly, the characters. In this game, there are only three interesting characters: the main protagonist, Oria, and the Green Bear -Sev. That’s it. The rest of the characters evoke neither sympathy nor antipathy. They’re just there, like furniture, which is really sad for a game that’s marketed as an RPG. As an action-adventure project, it performs quite well. At the same time, many characters resemble the Draenei from WoW, which is an interesting reference.

Thirdly, this is not an RPG. You don’t have the opportunity to play different roles. You are a battle mage, and that’s it—you swing a sword and throw fireballs.

Fourthly, the terrible PC controls when climbing on bosses. They are very clunky. Often, the character moves in the wrong direction, which can be frustrating, especially early in the game.

Fifthly, the game’s maps are terribly small and uninteresting. There are exceptions: Upper and Lower Dyveron turned out well, and the Institute is a good map. The rest of the locations are very boring and uninspired. I’ll also add to the negatives the fact that instead of an open world, the player is confined to small, limited areas, like a sheep in a pen. The maps differ too much from each other, so there’s no sense of a cohesive world. This kills any desire to explore. Moreover, the world feels empty—there are no neutral or friendly NPCs, just mobs and bosses. This doesn’t add to the RPG experience; it turns the game into a cheap hack-and-slash. The in-game map is very inconvenient, and you can’t place markers, which is a huge downside for an action RPG.

Sixthly, the terrible narrative that completely kills any emotional engagement. The characters are constantly apologizing to each other or worrying about trivial things. In the context of a catastrophe, all of this feels meaningless and out of place. I skipped almost all the dialogues after the middle of the game because they were uninteresting and didn’t match what was happening on screen.

The game has other flaws, but they’re not as significant as the ones I’ve mentioned above.

Now, let’s talk about the positives.

Firstly, the beautiful visual style. Personally, I really like this style—cartoonish and animated. It looks beautiful, vibrant, and appealing. All the elements of the game are consistent in style, and that’s really cool!

Secondly, the crafting and loot system. I’m glad the developers didn’t turn the game into an endless grind for crafting materials. It’s very convenient to create the items you need. There aren’t many of them, but everything you need can be made at the camp to suit your needs. The crafting system is well done.

Thirdly, the flying bosses. For me, they were a very pleasant surprise. I really enjoyed fighting the dragon while flying. It’s epic, beautiful, and dynamic. We need more battles like this.

Fourthly, the combat system. It’s very convenient to fight both in melee and at range, although the bow could still use some work. The focus mode is still hard to use when shooting at small targets. The combination of magic and melee combat looks dynamic and varied, which is great. But, as I mentioned earlier, you can’t be just a mage or just a warrior. Melee attacks are very weak without using magical abilities.

Fifthly, the mobility. I’m glad the developers didn’t restrict the player’s ability to move quickly. However, the fast travel system could be improved to allow teleporting to any point, not just the camp.

In this review, I’ve only shared my personal opinion, so I’d love to hear your thoughts—whether you agree or want to discuss further. I’ll be happy to read every comment. I wish the developers good luck in the future. I’d love to see a DLC. I liked the game, but I wouldn’t say I’m completely blown away. The developers did a great job http://steamcommunity.com/id/yellowbrickgames_devs


Thank you for sharing your detailed and honest thoughts with us (and for completing the game!). We appreciate you taking the time to do that!

I'd be interested to hear you expand on your experience with climbing, if you're open to sharing a bit more on this topic.

* You mentioned you were finding the climbing controls on PC were frustrating to use in early game:
- Were you using auto-climb or had you disabled it?
- If you played with both, was one experience more frustrating than the other?
- Did you experience this frustration mostly when climbing bosses, or did this occur elsewhere too?
- With regards to bosses, were some more frustrating to climb than others?
- Were the input requirements clear for climbing, but responsiveness felt unpredictable? Or were the controls themselves unclear in your experience?

Any and all additional information you can provide here would be greatly appreciated and certainly very helpful for the team in analyzing climbing feedback from players :)

Thanks again!
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Showing 1-14 of 14 comments
Mr. F Feb 5 @ 3:30am 
Originally posted by ЖирНая_МамаШа:
Thirdly, this is not an RPG. You don’t have the opportunity to play different roles. You are a battle mage, and that’s it—you swing a sword and throw fireballs.
To be fair, they did communicate pre-release that the game wasn't intended to be an RPG.
Originally posted by Mr. F:
Originally posted by ЖирНая_МамаШа:
Thirdly, this is not an RPG. You don’t have the opportunity to play different roles. You are a battle mage, and that’s it—you swing a sword and throw fireballs.
To be fair, they did communicate pre-release that the game wasn't intended to be an RPG.
If that’s really the case, then I have no objections.
The author of this thread has indicated that this post answers the original topic.
Originally posted by ЖирНая_МамаШа:
I want to share my opinion about this game. I have completed it with 100% achievements, so I have some thoughts on this project. It’s worth mentioning that I’m a player from Russia, which is why my opinion is unlikely to be interesting to anyone in the modern world, but I’ll try to present my thoughts with arguments. The game undoubtedly has its flaws, but it also has its strengths.

I want to start with the negative aspects of this game. In my personal opinion, there are quite a few of them, and I hope that the developers will address them in the future.

First of all, the story. The plot in this game is extremely uninteresting. It doesn’t engage you at all. Family conflicts and overly sentimental characters don’t fit the atmosphere that was promised at the beginning of the game.

Secondly, the characters. In this game, there are only three interesting characters: the main protagonist, Oria, and the Green Bear -Sev. That’s it. The rest of the characters evoke neither sympathy nor antipathy. They’re just there, like furniture, which is really sad for a game that’s marketed as an RPG. As an action-adventure project, it performs quite well. At the same time, many characters resemble the Draenei from WoW, which is an interesting reference.

Thirdly, this is not an RPG. You don’t have the opportunity to play different roles. You are a battle mage, and that’s it—you swing a sword and throw fireballs.

Fourthly, the terrible PC controls when climbing on bosses. They are very clunky. Often, the character moves in the wrong direction, which can be frustrating, especially early in the game.

Fifthly, the game’s maps are terribly small and uninteresting. There are exceptions: Upper and Lower Dyveron turned out well, and the Institute is a good map. The rest of the locations are very boring and uninspired. I’ll also add to the negatives the fact that instead of an open world, the player is confined to small, limited areas, like a sheep in a pen. The maps differ too much from each other, so there’s no sense of a cohesive world. This kills any desire to explore. Moreover, the world feels empty—there are no neutral or friendly NPCs, just mobs and bosses. This doesn’t add to the RPG experience; it turns the game into a cheap hack-and-slash. The in-game map is very inconvenient, and you can’t place markers, which is a huge downside for an action RPG.

Sixthly, the terrible narrative that completely kills any emotional engagement. The characters are constantly apologizing to each other or worrying about trivial things. In the context of a catastrophe, all of this feels meaningless and out of place. I skipped almost all the dialogues after the middle of the game because they were uninteresting and didn’t match what was happening on screen.

The game has other flaws, but they’re not as significant as the ones I’ve mentioned above.

Now, let’s talk about the positives.

Firstly, the beautiful visual style. Personally, I really like this style—cartoonish and animated. It looks beautiful, vibrant, and appealing. All the elements of the game are consistent in style, and that’s really cool!

Secondly, the crafting and loot system. I’m glad the developers didn’t turn the game into an endless grind for crafting materials. It’s very convenient to create the items you need. There aren’t many of them, but everything you need can be made at the camp to suit your needs. The crafting system is well done.

Thirdly, the flying bosses. For me, they were a very pleasant surprise. I really enjoyed fighting the dragon while flying. It’s epic, beautiful, and dynamic. We need more battles like this.

Fourthly, the combat system. It’s very convenient to fight both in melee and at range, although the bow could still use some work. The focus mode is still hard to use when shooting at small targets. The combination of magic and melee combat looks dynamic and varied, which is great. But, as I mentioned earlier, you can’t be just a mage or just a warrior. Melee attacks are very weak without using magical abilities.

Fifthly, the mobility. I’m glad the developers didn’t restrict the player’s ability to move quickly. However, the fast travel system could be improved to allow teleporting to any point, not just the camp.

In this review, I’ve only shared my personal opinion, so I’d love to hear your thoughts—whether you agree or want to discuss further. I’ll be happy to read every comment. I wish the developers good luck in the future. I’d love to see a DLC. I liked the game, but I wouldn’t say I’m completely blown away. The developers did a great job http://steamcommunity.com/id/yellowbrickgames_devs


Thank you for sharing your detailed and honest thoughts with us (and for completing the game!). We appreciate you taking the time to do that!

I'd be interested to hear you expand on your experience with climbing, if you're open to sharing a bit more on this topic.

* You mentioned you were finding the climbing controls on PC were frustrating to use in early game:
- Were you using auto-climb or had you disabled it?
- If you played with both, was one experience more frustrating than the other?
- Did you experience this frustration mostly when climbing bosses, or did this occur elsewhere too?
- With regards to bosses, were some more frustrating to climb than others?
- Were the input requirements clear for climbing, but responsiveness felt unpredictable? Or were the controls themselves unclear in your experience?

Any and all additional information you can provide here would be greatly appreciated and certainly very helpful for the team in analyzing climbing feedback from players :)

Thanks again!
Originally posted by Mcd00bz_YBG:
Originally posted by ЖирНая_МамаШа:
I want to share my opinion about this game. I have completed it with 100% achievements, so I have some thoughts on this project. It’s worth mentioning that I’m a player from Russia, which is why my opinion is unlikely to be interesting to anyone in the modern world, but I’ll try to present my thoughts with arguments. The game undoubtedly has its flaws, but it also has its strengths.

I want to start with the negative aspects of this game. In my personal opinion, there are quite a few of them, and I hope that the developers will address them in the future.

First of all, the story. The plot in this game is extremely uninteresting. It doesn’t engage you at all. Family conflicts and overly sentimental characters don’t fit the atmosphere that was promised at the beginning of the game.

Secondly, the characters. In this game, there are only three interesting characters: the main protagonist, Oria, and the Green Bear -Sev. That’s it. The rest of the characters evoke neither sympathy nor antipathy. They’re just there, like furniture, which is really sad for a game that’s marketed as an RPG. As an action-adventure project, it performs quite well. At the same time, many characters resemble the Draenei from WoW, which is an interesting reference.

Thirdly, this is not an RPG. You don’t have the opportunity to play different roles. You are a battle mage, and that’s it—you swing a sword and throw fireballs.

Fourthly, the terrible PC controls when climbing on bosses. They are very clunky. Often, the character moves in the wrong direction, which can be frustrating, especially early in the game.

Fifthly, the game’s maps are terribly small and uninteresting. There are exceptions: Upper and Lower Dyveron turned out well, and the Institute is a good map. The rest of the locations are very boring and uninspired. I’ll also add to the negatives the fact that instead of an open world, the player is confined to small, limited areas, like a sheep in a pen. The maps differ too much from each other, so there’s no sense of a cohesive world. This kills any desire to explore. Moreover, the world feels empty—there are no neutral or friendly NPCs, just mobs and bosses. This doesn’t add to the RPG experience; it turns the game into a cheap hack-and-slash. The in-game map is very inconvenient, and you can’t place markers, which is a huge downside for an action RPG.

Sixthly, the terrible narrative that completely kills any emotional engagement. The characters are constantly apologizing to each other or worrying about trivial things. In the context of a catastrophe, all of this feels meaningless and out of place. I skipped almost all the dialogues after the middle of the game because they were uninteresting and didn’t match what was happening on screen.

The game has other flaws, but they’re not as significant as the ones I’ve mentioned above.

Now, let’s talk about the positives.

Firstly, the beautiful visual style. Personally, I really like this style—cartoonish and animated. It looks beautiful, vibrant, and appealing. All the elements of the game are consistent in style, and that’s really cool!

Secondly, the crafting and loot system. I’m glad the developers didn’t turn the game into an endless grind for crafting materials. It’s very convenient to create the items you need. There aren’t many of them, but everything you need can be made at the camp to suit your needs. The crafting system is well done.

Thirdly, the flying bosses. For me, they were a very pleasant surprise. I really enjoyed fighting the dragon while flying. It’s epic, beautiful, and dynamic. We need more battles like this.

Fourthly, the combat system. It’s very convenient to fight both in melee and at range, although the bow could still use some work. The focus mode is still hard to use when shooting at small targets. The combination of magic and melee combat looks dynamic and varied, which is great. But, as I mentioned earlier, you can’t be just a mage or just a warrior. Melee attacks are very weak without using magical abilities.

Fifthly, the mobility. I’m glad the developers didn’t restrict the player’s ability to move quickly. However, the fast travel system could be improved to allow teleporting to any point, not just the camp.

In this review, I’ve only shared my personal opinion, so I’d love to hear your thoughts—whether you agree or want to discuss further. I’ll be happy to read every comment. I wish the developers good luck in the future. I’d love to see a DLC. I liked the game, but I wouldn’t say I’m completely blown away. The developers did a great job http://steamcommunity.com/id/yellowbrickgames_devs


Thank you for sharing your detailed and honest thoughts with us (and for completing the game!). We appreciate you taking the time to do that!

I'd be interested to hear you expand on your experience with climbing, if you're open to sharing a bit more on this topic.

* You mentioned you were finding the climbing controls on PC were frustrating to use in early game:
- Were you using auto-climb or had you disabled it?
- If you played with both, was one experience more frustrating than the other?
- Did you experience this frustration mostly when climbing bosses, or did this occur elsewhere too?
- With regards to bosses, were some more frustrating to climb than others?
- Were the input requirements clear for climbing, but responsiveness felt unpredictable? Or were the controls themselves unclear in your experience?

Any and all additional information you can provide here would be greatly appreciated and certainly very helpful for the team in analyzing climbing feedback from players :)

Thanks again!

Thank you to your team for this project! I’m glad to have received a response.
I’ll address the points you mentioned:

1. I used both options (auto-climb and manual) throughout my playtime. The main issue is that when jumping from one part to another, the character often doesn’t go where intended. For example, I’m on the chest of a colossus and want to jump onto the staff near the boss’s body, but instead of the staff, my character jumps either to the shoulder or the side of the head. This issue occurs in both modes.

2. The problem is specific to boss fights.

3. Yes, there were issues. Specifically with three types of colosses, except for the Blacksmith, who doesn’t require climbing. For example, Brenning Glasstail—it’s not always possible to jump onto his chin in the early stages of the game (later, I just removed the crystals with a spell). With the other bosses, there weren’t any major issues.

4. All the controls are clear and enjoyable to use. I didn’t have any problems with this aspect.

I’d like to add that the kinetic two-handed sword sometimes sends me flying in the wrong direction. For example, I use Chaos Tunnel (the third purple spell) and then turn around to use the sword. Instead of flying in the intended direction, I end up flying in the direction of the tunnels.
Originally posted by ЖирНая_МамаШа:
Originally posted by Mcd00bz_YBG:


Thank you for sharing your detailed and honest thoughts with us (and for completing the game!). We appreciate you taking the time to do that!

I'd be interested to hear you expand on your experience with climbing, if you're open to sharing a bit more on this topic.

* You mentioned you were finding the climbing controls on PC were frustrating to use in early game:
- Were you using auto-climb or had you disabled it?
- If you played with both, was one experience more frustrating than the other?
- Did you experience this frustration mostly when climbing bosses, or did this occur elsewhere too?
- With regards to bosses, were some more frustrating to climb than others?
- Were the input requirements clear for climbing, but responsiveness felt unpredictable? Or were the controls themselves unclear in your experience?

Any and all additional information you can provide here would be greatly appreciated and certainly very helpful for the team in analyzing climbing feedback from players :)

Thanks again!

Thank you to your team for this project! I’m glad to have received a response.
I’ll address the points you mentioned:

1. I used both options (auto-climb and manual) throughout my playtime. The main issue is that when jumping from one part to another, the character often doesn’t go where intended. For example, I’m on the chest of a colossus and want to jump onto the staff near the boss’s body, but instead of the staff, my character jumps either to the shoulder or the side of the head. This issue occurs in both modes.

2. The problem is specific to boss fights.

3. Yes, there were issues. Specifically with three types of colosses, except for the Blacksmith, who doesn’t require climbing. For example, Brenning Glasstail—it’s not always possible to jump onto his chin in the early stages of the game (later, I just removed the crystals with a spell). With the other bosses, there weren’t any major issues.

4. All the controls are clear and enjoyable to use. I didn’t have any problems with this aspect.

I’d like to add that the kinetic two-handed sword sometimes sends me flying in the wrong direction. For example, I use Chaos Tunnel (the third purple spell) and then turn around to use the sword. Instead of flying in the intended direction, I end up flying in the direction of the tunnels.


Thank you for the added detail!

We'll pass this feedback along to the team :)
Arc Feb 5 @ 2:36pm 
Does the telekenesis spell you start with ever stop being so broken or can I just ragdoll all non-giant enemies to death for the entire game?
Originally posted by Arc:
Does the telekenesis spell you start with ever stop being so broken or can I just ragdoll all non-giant enemies to death for the entire game?
It doesn't lol - it actually gets more broken.

You can tear off any part of the boss with it that can be torn off (except for the final boss). So you can kill a Glasstail without weapons, tear off all the crystals with grasp > wait for it to stun itself, climb it and pull the strand... That's how I got the achievement for killing a boss without weapons lol

For Ark of Earth, you can just straight up tear off its panel that's hiding the strand and go harvest it right away.
Arc Feb 5 @ 6:52pm 
Originally posted by Evangelion:
Originally posted by Arc:
Does the telekenesis spell you start with ever stop being so broken or can I just ragdoll all non-giant enemies to death for the entire game?
It doesn't lol - it actually gets more broken.

You can tear off any part of the boss with it that can be torn off (except for the final boss). So you can kill a Glasstail without weapons, tear off all the crystals with grasp > wait for it to stun itself, climb it and pull the strand... That's how I got the achievement for killing a boss without weapons lol

For Ark of Earth, you can just straight up tear off its panel that's hiding the strand and go harvest it right away.
Thankies, finna uninstall from gamepass.
Had a feeling game basically peaked at the start, since this confirms my theory I can just completely ignore all enemies (since armor/weapon level don't matter if I'm just spamming telekenesis) and all giants (since you start with the spell which stunlocks every other enemy to death from the start, meaning the other spells only matter v giants... who don't matter)
Maybe at most it'd make sense to kill the telekenesis giant
Don't know what they were thinking with a spell that can permanently stunlock all basic enemies being the thing you start with
Originally posted by Arc:
Does the telekenesis spell you start with ever stop being so broken or can I just ragdoll all non-giant enemies to death for the entire game?

Yes, u can.
Originally posted by Evangelion:
Originally posted by Arc:
Does the telekenesis spell you start with ever stop being so broken or can I just ragdoll all non-giant enemies to death for the entire game?
It doesn't lol - it actually gets more broken.

You can tear off any part of the boss with it that can be torn off (except for the final boss). So you can kill a Glasstail without weapons, tear off all the crystals with grasp > wait for it to stun itself, climb it and pull the strand... That's how I got the achievement for killing a boss without weapons lol

For Ark of Earth, you can just straight up tear off its panel that's hiding the strand and go harvest it right away.

true
Originally posted by Arc:
Originally posted by Evangelion:
It doesn't lol - it actually gets more broken.

You can tear off any part of the boss with it that can be torn off (except for the final boss). So you can kill a Glasstail without weapons, tear off all the crystals with grasp > wait for it to stun itself, climb it and pull the strand... That's how I got the achievement for killing a boss without weapons lol

For Ark of Earth, you can just straight up tear off its panel that's hiding the strand and go harvest it right away.
Thankies, finna uninstall from gamepass.
Had a feeling game basically peaked at the start, since this confirms my theory I can just completely ignore all enemies (since armor/weapon level don't matter if I'm just spamming telekenesis) and all giants (since you start with the spell which stunlocks every other enemy to death from the start, meaning the other spells only matter v giants... who don't matter)
Maybe at most it'd make sense to kill the telekenesis giant
Don't know what they were thinking with a spell that can permanently stunlock all basic enemies being the thing you start with

The telekinesis spell is actually very useful. And the other spells can also be used to your advantage, like the purple tunnel. The problem is that the maps themselves are very small, and having one boss per location is a boring implementation. It would also be great to add the ability to fight multiple similar bosses at once.
He's not saying that it is not useful. He is saying that it is too overpowered.
Last edited by Evangelion; Feb 6 @ 5:20am
Unfortunately, on such small maps with few enemies and many cliffs, this spell would seem overpowered. Even if it drained all your resources, you could still throw enemies off cliffs and ignore them, clearing the area effortlessly.
Arc Feb 6 @ 5:46am 
Originally posted by ЖирНая_МамаШа:
The telekinesis spell is actually very useful. A
I don't know why you replied to my post saying telekenesis is broken (too useful) with "its useful".
I know its useful.
You can spam it 2 times baseline from the very start of the game and each time you do so, even if you aim as low to the ground as possible, you regen more than enough mana to do it again. I killed what was clearly supposed to be a tough enemy (ice wolf in a cave with seemingly > 1k hp) by simply slapping it around with telekenesis until it died. It could do nothing. None of my actual character progression caused this, I simply started so strong optional super-enemies are literally nothing more than ragdolls.
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