Wild Woods
so much potential, but combat is currently quite janky.
I have only tried on keyboard and mouse, so maybe controller is better, but:
quite often the aiming just goes of in a random direction. not much to add here really.

either it needs to be aim-able with the mouse, or some sort of target lock or soft "auto aim", introduced. because right now, it is very frustrating, on the edge of unplayable unfortunately.

the rest of the game feels fantastic though!
Автор сообщения: Steinar:
You attack the same direction that you're facing.

This means you need to either stand still or walk towards enemies in order to attack their direction. It works, because if you stand still, your character will be pushed away from your attacks. Similarly, enemies will be stunned and pushed away when you hit them, so these two factors combined is how you will be creating distance while attacking.

If you get overwhelmed, just create more distance by running away, then resume attacking. I suggest using RMB on your Mouse to move instead of WASD.
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you attack to where you are looking, aiming is basically wasd
Разработчик посчитал это сообщение ответом на тему обсуждения.
You attack the same direction that you're facing.

This means you need to either stand still or walk towards enemies in order to attack their direction. It works, because if you stand still, your character will be pushed away from your attacks. Similarly, enemies will be stunned and pushed away when you hit them, so these two factors combined is how you will be creating distance while attacking.

If you get overwhelmed, just create more distance by running away, then resume attacking. I suggest using RMB on your Mouse to move instead of WASD.
these things are half true.

If you stand still, the attack aims towards your mouse. this is fine, but not really communicated that well within the game. the mouse pointer could for example look more like a sight, the character could turn towards the mouse pointer etc, there are many things that could make this feel better.

but if you move with WASD, the attack then aim towards the movement direction instead. having different aiming logic based on if your moving or not is exactly what i would define as "janky".

In a game where 80% of the way you interact with things is through attacking, I think there is much more that can be done here to make the game feel better.
Hey, thanks for your feedback, it's great to hear that you're enjoying the game :) (Except for the KBM settings :D)

Автор сообщения: Lotet
If you stand still, the attack aims towards your mouse. this is fine, but not really communicated that well within the game. the mouse pointer could for example look more like a sight, the character could turn towards the mouse pointer etc, there are many things that could make this feel better.
Would you say that with better in-game communication the current key bindings would work better for you, or would you still prefer a different set up?
Have you played with a controller in the meantime? If so, I would love to hear your feedback :)

We have changed the settings in the past and are still trying to find the perfect ones. As everyone has their own preferences, the ability to customise the key bindings will probably be the best. This is one of the features on our roadmap, but it will take some time to implement.
Автор сообщения: Octofox Community Cat
Have you played with a controller in the meantime? If so, I would love to hear your feedback :)
I'm curious why a controller is recommended. Can you aim a different direction than your character is facing with a controller? Because if not, I'd argue a mouse+keyboard is better than a controller since you can aim more precise and quickly with a mouse. :)
Автор сообщения: Octofox Community Cat
Hey, thanks for your feedback, it's great to hear that you're enjoying the game :) (Except for the KBM settings :D)

Автор сообщения: Lotet
If you stand still, the attack aims towards your mouse. this is fine, but not really communicated that well within the game. the mouse pointer could for example look more like a sight, the character could turn towards the mouse pointer etc, there are many things that could make this feel better.
Would you say that with better in-game communication the current key bindings would work better for you, or would you still prefer a different set up?
Have you played with a controller in the meantime? If so, I would love to hear your feedback :)

We have changed the settings in the past and are still trying to find the perfect ones. As everyone has their own preferences, the ability to customise the key bindings will probably be the best. This is one of the features on our roadmap, but it will take some time to implement.

As a keyboard and mouse player, using WSAD is unpleasant for aiming purposes. I enjoyed my play a lot more when I realized that I could move my character by holding the right mouse button. This had the added benefit of allow me to let go that button to begin mouse aiming. Ultimately, it was better for me to resist the urge to touch WSAD.
Since I made this post I have indeed played with a controller, and it is way better for sure.

I think moving with the mouse instead of WASD works.
from a technical point of view, it removes a lot of the issues, but I dont think its a great representation of the game.
(mouse moving remind me of things like Diablo or Path of Exile)

I think a much better solution would be to move with WASD, and always attack+aim with the mouse.
So: if your looking to the left, and attack with your mouse on the right side of your character, they would turn to the right and attack where the mouse is. Im not saying they should always look at the mouse pointer. just match that rotation when the mouse is clicked.

I think the most important thing here is consistency. there cant be different aiming functionality based on if you are standing still or moving, or if a certain button is held down or not etc.
Отредактировано Lotet; 21 апр в 11:11
The characters should have a dash + attack also! particularly the knife cat

Do the characters take damage for only being in the dark? It seemed like I was being hit when enemies weren't actually there.

btw - Cats have excellent night vision IRL, they don't need fire to see. ; - )

Having to repair the wagon in the middle of battle to get the usual functionality? It seems like "too much" to ask of the players. It's bad enough when the heroes are getting beaten up by a zoo of villians.

The aggression of the rabbits is "too much" early in the game, you have to bring players in more gradually.

I guess there will be an offensive magic cat later on, perhaps?
Автор сообщения: VJFranzK
The characters should have a dash + attack also! particularly the knife cat

Do the characters take damage for only being in the dark? It seemed like I was being hit when enemies weren't actually there.
You get cold when you're outside the light of the fire, eventually taking damage over time.

The characters basically have dash-attacks, sort of. The Adventurer's ability will lunge forward and attack, stunning enemies hit so they abort their casts. The Adventurer also nudges forward while attacking, and the 3rd attack in a chain does AoE in case any enemies have snuck up behind you. The Blade Slinger is basically the opposite, creating distance with his ability and attacks. And while the Herbalist doesn't create distance with his ability, it heals any dmg he might have taken.
Thinking of games like Secret of Manna, there is a larger variety of things the player can do with their weapon.

Perhaps a different sound "Burr!", and / or the word "cold" could warn us of freeze damage.
It's fun in RPGs when you see little numbers for damage!
(I guess deep water can also cause cold damage?) are some plants damaging also? we know that the spear fences are.

The hissing sound of the cats might be too much, it's jarring. Their "yow!" seems to be enough

I was thinking, perhaps Herbalist "heal" could at least stun the nearby enemies if not "shock" them also.

The heroes really should be able to bonk the enemies by throwing wood blocks!

I did notice some of the best strategy with big players is: let them hit their own team!

I played the Herbalist again, hoping some other online players would join!
I noticed that the "wind curls" from their repeated attack hit from a longer distance,
and that's really recommended with the badgers and such.
Just hold down the attack, to save your hand (paw?)


I can draw, so I might draw these characters in future.
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