The Lost Legends of Redwall: The Scout Anthology

The Lost Legends of Redwall: The Scout Anthology

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Klydor Apr 17, 2024 @ 11:07pm
Thoughts so far
I have yet to finish the game but I felt it necessary to share.

---General---

The Wayfinder needs some way of tracking whats been found, also seems to be a bit buggy with the tracking and had sophia dialogue box pop up unvoiced when playing as liam

---Act 1---

The Scouts riddle was too cryptic was unable to find the obelisk

The Church in the Pirates level has a window misaligned leaving a gap in the geometry

One of the doors in the Catacombs has an open seam in the geometry

The Camera in the Catacombs clips through the walls making it difficult to navigate due to it disabling visuals of all but the light boxes

The Chest puzzle in Werat is not very clear on solving it

Was unable to find all of the collectibles not sure if bugged, well hidden, or just character specific

---Act 2---

Regardless of who your playing the intro mentions sophia

During the first Level when doing the first takedown its possible to release the barrels as the left rat is walking away making for an awkward cutscene

During the First Level towards the end of the level there's a jar basket that's not clear on how to reach it

During the level where you where you rescue sophia the puzzle was not made clear, the dialogue at the end of the level indicates that there may be missing dialogue or a cutscene

Again was unable to find all the collectibles

---Act 3---

The Code-locked Chest in the Slough is bugged none of the word combinations work(I don't have the note that would give the code), the M in the first set gives the fourth letter set as the second set instead of the set that the other 3 letters have

The cutscene between the Slough and the next level seems to show the incorrect character, incorrect character mentioned in subtitles, has missing subtitle text

That's about all I've noticed so far whilst playing and about as far as I've progressed so far.
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2Flow2  [developer] Apr 20, 2024 @ 2:23pm 
Hey, Klydor, thanks for the feedback! We always appreciate it! We're always looking for feedback for our games, and if you're ever interested in sending it straight to us devs to make a difference, we always love new testers joining us for free at https://somabugs.com/bugs/join!

Some of these definitely sound like bugs in the game. When you bring up the pause menu, there should be a button that says "Submit a Bug" on there. If you type the issues you into that box, those messages get directly logged in our internal system to fix, which we check daily! We'd love to have you submit some of those in-game!

Thanks again for your feedback, it's dedicated players like you that help us make the game better!
stefan.klaus86 May 31, 2024 @ 12:31pm 
My first impression after finishing the first chapter (assuming it´s the 1st chapter once the scene is shown where the rats invade the place) is "mixed feelings". I like the roleplay aspects of the game, that you can ask out the NPCS about themself or what they think about others, plus some bonus questions. Also I like the setting and the introduction / progression of the story, but here are a few things I´d think would need improvement.

1. The game should tell you more clear what you are about to do, and what not. ... When I did "interview" the npcs and asked them about dinner, everyone had a different "personal wish" for the soup our character is going to make at night. I tried to get everyone´s wishes right, and gathered as much vegetables as I found it would make sense (to make a soup for everyone, add the personal things)... only to end up with the acm "make an awfull soup" (I don´t know how exactly it´s named). I didn´t want to get this achievement, but I got it... probably ... because I picked up all the vegetables, and also picked up the "wrong ones".

I thought the soup thing would be somewhat interactive, and you have the cauldrun, whereto you add the ingridients, and then you can make the soup, but that wasn´t the case, it´s just a dialouge, and you get (seemingly) either A: the soup is good, or B: the soup is not good.

Over all the game should tell things in a different way. It took me quite long to figure out how to get that one person´s "special cheese" because the questlog reffered to "tent", and I found the tent in which lots of cheese was stacked. I tried to pick up the cheese, but it didn´t work. Eventually I found out that you have to look through your view thingy to find the location of the cheese.

Point 1 is okay, if you have previously played the game and know "how it works", but if you play it for the first time, things are rather confusing, and you get results you don´t want, because the game doesn´t "help" "tell" you what you have triggered by doing certain tasks.

2. The sneak part.

I´m not good in these games because I don´t really play em to this day. The turorial was fine, and if you aren´t totally new to games, some things are self explaining... ... untill the mouse got to the last segment, the "scent / sneak" thing. Yes, I was able to beat it, but it felt like total luck for me. The first 2 wooden "rats" are ... avoidable, but even these are quite unfair because they are in a way that you only have a small (time) window to rush through the 2 spots when both "rats" aren´t looking into your direction, just to get caught by the 3rd hidden "rat"... The only way I could beat that is just try it over and over and after the X-th try have luck to get through. I found that situation quite frustrating / unfair, compared to the previous great "game flow".


It gets much worse when the rats appear, and you have to sneak past them. This is ... because to me it feels like it´s intentionly made more difficult than it´s supposed to be. It´s hinted that "If a rat detects you, you have some time to hide, and it won´t attempt to catch you"... quite... "funny", when the detection time is ~ 1 second, and your character is in a weird "half sneak" mode with reduced walking speed, where "1 second" is like ... ... nothing, because it takes 1 second to turn around (that´s how it feels).

In the first scene where you have to cross the bridge, I tried to walk an alternative path around the water, and this also lead to a "reset" (after I´ve had 10++ resets by having been seen by the rats), because ... I don´t know why, to me it looks like a legit route. In the end I was just bored, and jumped around (really), and got through the rats, and continoued the mission.

I know that people these days are by default "gud" ... and I´m the only person complaining about that (As far as this forum goes), but I´d appreciate it, if you´d ad an "easy difficult" mode, where the detect time is like 5 seconds, so if a rat detects your character, you *actually* can pull back.

I know this is probably intentionly the way it is, to artifically lengthen the game, but ... cmon.

... You can hop aroud a rat, be close to it (basically stand directly behind the rat, "touch it´s back" and it won´t detect you because you are covered with flour, or it won´t smell or "hear" you even you are directly behind it, but if you are "in sight" what feels like many meters, and it spots you only "a short time" - reset.

... You can use the slingshot to "make noise", hit a bell (why is there a bell? ... nvm), hit items with the slingshot in a room to make noise (cause distraction), but only "sometimes"...

I write this post because I´m at the castle something, after I failed to "rescue the house" ( Again game didn´t tell me that if I head that way, that mission will fail), and I for today gave up at this level. It´s the situation where you have to grab a key the 2nd time. The rat stares in 1 direction, and if you enter the room from the first door, it sees you as soon as you go further than the barrels... if you enter the room from the other side, it won´t notice you are there... but then? I was not able to figure out, how to pass this level.



Liked the series, redwall is pretty neat to watch.
Last edited by stefan.klaus86; May 31, 2024 @ 12:40pm
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