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Yeah Dpad is used for movement 😅
The Map/Inventory being part of the start menu would be a good improvement IMO. Seems odd that there's basically two different pause menus, and the start menu is significantly less useful (but I end up bringing it up first an awful lot). Adding the start menu options as another tab on the inventory would be a net positive, especially if it turns select into spell swap (it does not feel good on the L stick press).
If I could make one more suggestion, having some additional pin colors/symbols would be nice too. There's a lot of different kinds of gates I run into and not sufficient pins to cover all of them, so I end up having to overload a few pin colors and it's hard to remember what's what.
Doubling up on this one. I know there's an item that lets you teleport to Silver Shrines (which I still haven't found...) and one that lets you teleport FROM Silver Shrines, but I feel like both should just be the same upgrade since it's kinda clunky otherwise.
Edit: Having now beaten the game... I kinda see why you can't just swap the two items. I do think the process in getting the Iron Key should be made a bit more obvious though; I basically had to go through the entire Color Caverns trying to find the room it was talking about, as I forgot where that one boss fight was. I ended up finding it while I was looking up how to get some stuff at the very, VERY end of the game. Maybe get rid of the hidden wall part entirely, or change it so there's a cross-gate in front of it?
Button remapping : I don't think changing one button will solve the main issue here, however, if the menu is mixed with the inventory then, simply add a tab for the "settings, quit" menu and keep the inventory that way.
One way I think would help to solve the "too many button inputs" is to add a enable / disable abilities option. That way the abilities mainly used for parkour and astral gates can be turned off reducing the number of button used.
(Otherwise, still just starting the game but very much enjoying it so far)
Yeah sorry the reason you can't pause during boss fights is actually cause there were some exploits you could do in bosses by pausing. It's one of the bugs/flaws that I did not manage to fix before launch since there are so many bosses.
I can see myself fixing those at some point and removing the pause limitation in boss fights.
Related, that goes for the difficulty / QoL options in general - I absolutely could not care less if people can abuse them, toggle them on the fly, etc., so long as they are available. QoL shouldn't be hidden behind difficulty settings when there's nothing PvP about the game at all.
The only way letting other players customize their experience to their own abilities and tastes has on me is letting more people experience the game. That seems like a no-brainer win/win.
For my own case, once I can update the map on the fly and not have to worry about not being able to pause, I'll probably pick it up again. Not a fan of gated fast-travel either though, I've never encountered a game where that improved the experience for me. Hell, I can't think of a game I would have enjoyed less if EVERY ROOM was a fast travel room, I hate when games think running through a room that may as well be empty is a fun use of my time. Being able to go through them fast doesn't beat not needing to go through them at all. But, I play 50+ different games a year, so games respecting my time is important to me, so it being customizable would be OK.
It seems like a no-brainer but on the other side of the argument I've got players complaining there is too much assist features and hand-holding. (Some people view achievements kinda like a pvp game type thingy) So I'm here as a designer stuck in the middle of trying to find the best compromise to make as many people as happy as possible.
I'll be listening to what lots of people say and trying to find the best solutions to make the game as good as possible. Thanks for sharing your feedback!
The number of shrines I think is *mostly* good. There are a couple areas that could use a few more. However, I agree that while teleporting from silver shrines is all well and good, I would really like to be able to teleport to them as well. The map often does not make it clear to me where I can go -- I see the exits I haven't taken, but don't remember what I need to get to them, and sometimes I go in a room and it's on the map but it's not clear to me that I haven't done everything in it -- and having to slowboat my way everywhere is very time-consuming.
Also, a map-related question: I can't remember what caused the % explored to start showing up for the Deep Grotto biome, but I don't have that same % showing up yet for the other areas I've reached (Caverns, Fort). Should that % be showing up for every area, or am I missing something?
For the map, it would be cool if it showed a bit quicker, atm there's a brief fade effect. I realised today that you can click the right stick to show a map instantly, which is great but the back button on a controller is a bit easier to use.
For the shrines, could the "teleport to silver shines" ability come sooner in the game? It's definitely something I'd love to have; like others have said, most of the time'd want to use it you just end up needing to teleport to a gold shrine instead, then passing the silver shrine you would have used. I think it would make the game feel a lot more fluid.