Guild Saga: Vanished Worlds

Guild Saga: Vanished Worlds

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Hello, I recently got to a point in Guild Saga: Vanished Worlds where I'll have to wait for more content, so I thought I'd give some feedback. I am really enjoying this game, and I think it has massive potential to become a classic! The world is interesting, the quests are engaging, and what I've seen of the characters thus far has been excited to see how they develop!

The only criticism I really have tends to fall primarily in the realm of combat:

- Playing at a distance sometimes feels like a chore since even your own allies can block your aim. Using a bow or casting spells like Barrage sometimes require me to get right next to an opponent to hit because my melee units are in the way. I completely understand terrain and enemy units blocking projectiles, but I feel that combat would feel a little more fluid if we could target enemies through allies. Positioning would still be key, but you'd have less turns of having to maneuver around your own units to use certain skills.

- Melee weapons feel too same-y. I think the variety in magic damage and effects is presented well, but I'd like to see Swords, Spears, and Maces have different benefits or stats associated with them. Some suggestions for the latter two:

Spears could hit from 1-2 range, either dealing damage to targets in both tiles or just one selected that's within range.

Maces could deal bonus damage to Armor and have a small piecing effect where they will hit the HP bar directly regardless of how much Armor there is.

Also, I think you could actually have the weapon work differently depending on whether or not a shield is equipped. So a sword could become a Greatsword that has a cleave attack, dealing damage to all targets in adjacent tiles in front of the wielder. That or just deal extra damage since you're wielding it with both hands.

Or you could implement a system with Slashing, Piercing and Bludgeoning damage and have units/equipment be strong or weak to them.

I think for Dual Wielded weapons, you could add Knuckles and Rapier/Dagger. Daggers could be unchanged (or have more status effect focus), knuckles could knock back enemies, and Rapier/Dagger could be the defensive option that maybe has a chance to parry the enemy's attacks.

Staffs and Wands could perhaps have different attacks too. Staffs being for damage and wands being for status effects.

Additionally:
If you wanted to add more variety to ranged weapons, you could also add Crossbows. Bows could hit from 1-6 and target any tile within that range while Crossbows are a straight line, but work like Collateral.

- More differentiating characteristics for armor would be nice too. I get that the difference is that some pieces have higher armor values, some have higher magic barrier, and some have balanced stats. However, beyond that, there's no incentive to wear hulking mail vs leather armor vs robes. I would love to see certain stats interact with them differently, or they grant an innate boost to a certain stat.

- Having skills/spells that are usable outside combat, not just to attack or initiate combat, but also for other purposes could be fun. It feels weird that healing spells can only be used during combat and statuses disappear after combat ends. Right now, skills/spells feel very combat oriented in a game that has more to offer alongside combat. Spells and skills interacting with terrain in and out of combat could even be used to solve puzzles or take alternative routes in an area!

If this were added, I think changing skills/spells should be limited to towns/safe areas.

I think that's everything. I had a blast playing so far, and I'm looking forward to seeing how the game develops throughout early access!
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Showing 1-3 of 3 comments
chengsta Oct 30, 2024 @ 5:32pm 
i have the game, but i don't want to play and then have to wait for more content. is the story complete?
vultm  [developer] Oct 30, 2024 @ 7:42pm 
Hi there, thanks for playing and for providing this detailed feedback--this is helpful to us as we build through the EA period.

Each of the issues you raised are items we are looking to address either directly or indirectly. For the characters blocking projectiles, while we don't plan to make them not blocked by allies, we do plan to add more movement options (new skills, inherent swap position with adjacent ally skill, etc) to help mitigate the irritation associated with this mechanic.

100% agreed on having material differences between different types of weapons so that they have a distinctive feel. Small shields vs tower shields is another one we had in mind (i.e. evasion and movement vs defenses). This is something we are prioritizing going forward with item progression.

Glad you enjoyed what's on offer so far! Cheers.
Last edited by vultm; Oct 30, 2024 @ 7:42pm
vultm  [developer] Oct 30, 2024 @ 7:43pm 
Originally posted by chengsta:
i have the game, but i don't want to play and then have to wait for more content. is the story complete?

It is not! Much more will be added during and after the early access period.
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