Twilight Monk

Twilight Monk

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Demo feedback
Here's my feedback for the demo.
First of all, I want to note that I am more like a casual player and am not demanding pixel-perfect control or something like that.
Also, I played using an Xbox gamepad, so I can say nothing about the keyboard.

Summary: for now I would say that the game is 7/10 (based on demo)
But it easily can be better, because the base is very strong and my mark lowered by some secondary moments.

The game conditions:
+ Performance is good as for me. Despite I have powerful enough PC for 1080p gaming (ryzen 5700x and RTX 3070), I didn't hear any annoying noise from the system fans or VGA;
+- There's is no FPS limit settings, it's not a requirement, but FPS limit works better than vsync in terms of decreasing system load;
+- Lack of operations with save profiles. It also not is a requirement, but it's a very useful feature if the game has 2+ endings. You can copy/delete save profile from the game menu and do not spend you time for searching game settings files somewhere on OS;
- There is no "Return to the title screen" menu item in the game, It's a little bit annoying to restart game with Alt+F4;
- There are no settings for controller buttons mapping. That's the main con of the game. Despite the default bindings are ok, they are not ideal. Ideal key bindings are that the user configured by himself.

Atmosphere/narative:
+ Picture is cool, it completely fits the overall atmosphere. Different areas on the map look differently, not copied and recolored. The look of the characters emphasizes their role and nature. I would say that developers really were thinking about why/what/where and how should look in the game.
+ Music/ambient is also good. It perfectly emphasizes the gameplay and keeps you from getting bored. "Hidden Cave" theme with drums and violin is just amaizing!
+- The general storyline is clear, but for me, the game lacks narrative details. Maybe it's only for the demo, but what do we have?
We have some post-war/apocalypse/catastrophe world;
We have a cool guy as the MC who was somewhere and met some powerful beings who gave him holy piece of tube sacred pillar.
We have a bad guy who is literally the devil, but who calls our MS a betrayer...
And all these things make you ask questions - What the heck is going here? What happened with the world in the past?? Who is our MC, where did he find his pillar, and why he is a betrayer??? The game does not give you the answers.

Combat:
+ It is just good. After i found the first talisman, kicking the pillar was really fun;
+- Demo bosses (and mini-boss) were kinda easy. The first boss in the catacombs was more interesting for me , than the boss(es) in the north location.
+- MC can't attack in the vertical direction, (just a note, it's neither good or bad for me), but I already saw games where all bosses flied somewhere at the top, just because need to add dufficulty. So the lack of vertical attack requires some developers responsibility and shouldn't be used as the difficulty factor (really bad design).
+- it looks like a dash through enemies/projectiles does not protect you from damage (or not always). I think the behavior should be noted in the ability description.
- Encounters on a global map ARE NOT rewarding and become boring after some time. It is easier to jump twice and escape than clear the encounter. I think in the full game they could became annoying.
- Potion requires a more detailed description for its usage, for now, it is unclear that it's a one-time thing (and which costs a fortune). Also, I can't remember that there's mechanic to activate/deactivate the potion. If there is no, it should be added. It's very easy to die from an ordinary slime or a trap and waste the potion while you go to the boss.
- No ability to buy food for the future and use it later; e.g. If I want to go to the boss, I would like to use food for increased movement now and then replace it with the food for increased damage
- At least in the demo, there is no healing in the game. Only the potion with a crazy price :(

Platforming/movement:
+ I can say nothing here. It is good for me, but I'm not demanding here. On the last boss(es) I could jump to the edge of the platform behind the boss and backstab him. (heh, a "backstab" sounds funny if you have a pillar :), but anyway...).
+ PILLAR abilities - you can jump higher with the pillar, you can kick the pillar, you can swim with pillar (is it an empty inside???), and such things look cool and naturally! that's not just a sword with changed texture, but a well designed weapon/tool.
- Movement through the world map looks a little bit slow. I would like to have it faster (even the enemies also will move fater)

Progression:
+ Various talismans/abilities/baffs/etc.
+- It's not crirical, but in bestiary it will nice to have progression numbers, not only bars, e.g. Cave bat: 85/100;
+- Levels, I'm not sure that levels may help to keep balance at the end of game. MC can just became overpowered and the game will lose all challenge. But I hope developers will care about this aspect. Also, I don't see any sense to display levels in game menu anyhow except the number and xp scale as you can do nothing with them.
+- Some of talismans looks like unnecessary attempt to slow-down progression.
Talisman for automatic gathering loot should be smth like passive ability. I believe, for now, it will be used only if you don't have any other option for a free slot. If you have - you will use another talisman and spend more time for grinding, grinding in metroidvania means that smth went wrong with the mechanics...
Talisman for slow-down enemies on world map (it i remember correctly, that;s is a talisman) - why it even needed? I believe nobody will open a menu and swap talismans for the small time when he go through world map. And in a case of any encounter swap talismans back. Of cource, that's good ability, but i think it will be better to have it as a food baff, not as a talisman.
- MONEY. The economy feels unbalanced and acts as a global drag on progress (of course it may be only for the demo).
- Encounters on a global map are not rewarding as I mentioned above, but they can be a good place to add some chest with money (or some narrative note) as a reward; I met encounter with free chests 2 times but in the 2nd time all chests weren't refreshed but already opened :( In general, encouters may be a powerful tool to avoid monotonous boring things, but now they work in opposite way.
- Some things like a potion or map are too pricy and have to be balanced. 100 coins for one-time potion and/or 75 coins for a map (without markers) - it's crazy.
- (I suppose only for demo) Arcade house is just wasting a lot of money (150 coins), when I enters arcade door - the game kicks me to the title screen :( If it does not work - just disble quest for arcade guy!!!

Exploration:
As in any solid metroidvania - exploration is one sacred pillars :) so I just describe some things for improvement:
- MAP MARKERS is must-have! (several different types preferably) There are a lot of things on the map where you should return in the future, but without markers you won't find them!
- PROGRESS SAVING SHOULD BE REWORKED. Crystals for increasing spirit and mana, talismans, lore notes, and, of course, bosses SHOULD NOT be reset after the MC death. It's really annoying to go to the crystal for 5 times only because you didnt return back and save the fact that you collected it.
C'mon I needed to beat guns&bombs fox mini boss for 2 or 3 times just because after beating it I went forward and died from the regular slime/bat/spikes!
- Exploration feels not so rewarding. In general it is ok because spirit/mana crystals, talismans, etc., but it's not enough some small surprises, like masked hole in the wall where you can foud some food or coin.
They are, but not enough as for me. Also, explorable places should be a little more distinct.
- It would be a nice addition to add some lore/story notes to the game. They will fill the lacs in the story and become a nice variety for exploration and/or encounters.
Last edited by kyvour; Mar 2 @ 8:12am
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Showing 1-2 of 2 comments
a_prince  [developer] Mar 3 @ 12:55am 
Hello kyvour, thanks for playing and taking the time to leave such through feedback! It's greatly appreciated and a wonderful resource as we continue to develop and adjust the game. Hope you'll check back in at release!
kyvour Mar 3 @ 4:23am 
Originally posted by a_prince:
Hope you'll check back in at release!

Definitely, Twilight Monk is already in the wishlist!
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Showing 1-2 of 2 comments
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