Songs Of Silence

Songs Of Silence

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AngryPancake Nov 12, 2023 @ 5:00am
Everything wrong with Songs of Silence
Played the demo, here is everything that I think is wrong with the game:

1) Hero pathfinding is non existant. They can only move in a straight line unless I manualy input waypoints with shift+click. Why? It makes the game borderline uplayable.

2) After combat, you have to wait until all units disappear from the world map 1 by 1, while you cant do anything until it is done. This takes way too much time and should just happen all at once.

3) You cant move after combat. Why? This makes the game extremely slow and boring.

4) Everything wrong with combat:
- Animations vs HP loss is super inconsistent and just happens randomly
- Spells feel, like sometimes they do absolutely nothing
- Units decide to randomly retreat from combat, even when they have massive advantage over enemy. Like 10vs1 and the 10 decide to retreat. Remove forced retreat.
- Cavalry units completely ignore each other and just charge through one another to attack backline. Why? Makes no sense.
- Overall the combat just doesnt feel good. Sometimes units keep pushing each other for 30 seconds without attacking.

5) When heroes talk to each other during campaign, you cant do anything until they stop talking. WHY?

6) In skirmish you randomly get spells you cant even use on level up.

Overall in its current state, I will keep an eye on the game, but I am not buying it on release.
Last edited by AngryPancake; Nov 12, 2023 @ 5:15am
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Showing 1-6 of 6 comments
Skybreaker Nov 14, 2023 @ 3:56am 
Hey AngryPancake and thank you for reaching out and providing us with your feedback.
Let's dive into it, shall we?
1) We have to check, if we can add some kind of "pathfinding" to the game, but no promises here. However, we are currently checking, how to tweak and smooth the hero movement set by the player. Especially when it comes to narrow corners and alike.
2) This has been brought up already, and might already be tackled by the ongoing fine-tuning, tweaking, and optimizations that will take place until the final version of the game.
3) We will stick to this, how it is. The advantage is to not steamroll with a huge army and for sure not being steamrolled by a huge army. However, as mentioned, we are aware that this has been brought up and discussing internally about ways to smoothen it. But no promises here, that there will be a whole change of this system with the final version of the game, or we actually found ways to get this properly tackled, without changing the whole system behind.
4) - Overall it should be mentioned that the combat runs similar to classic boardgames, where dice where rolled for each attack, defense, also including certain stats and perks, such as more armor, armor piercing and alike, units come up with. Those perks can always be looked up in the army inspection screens of both your armies and the opposing armies and are listed on the detail view of the units on the right side. Similar to cards ("spells"). The huge meteorite can deal high damage against unarmored/basic units, even be devastating, however, against huge bulky armored monsters, it can have zero effect.
- Regarding retreat: The morale system working in the background might get some more fine-tuning, especially in the way to be more transparent. We are currently working on ways to give more transparency, without cluttering the battle screen. But be aware with the final version of the game, more perks will be enabled, e.g. fear, that can also cause regular infantry to flee on sight. Thus a good point and be assured, we are having a look into this.
5) Skipping of cutscenes has been brought up many times and we heard you: those will be skippable in the final version of the game. :)
6) Could you share some more details on that? As I am not quite sure, what is meant here. Thank you in advance.

Feel free to wishlist and follow us, it does not cost a thing and makes it easier to get latest news and updates, thus keeping an eye on our game ;)

Keep it up and stay tuned.

-cheers
AngryPancake Nov 14, 2023 @ 4:20am 
Ad 5) I do not mean just cutscenes. I also mean when heroes talk to each other at the start of turn or after combat. I cant play until the talking is finished.

Ad 6) For example when leveling up with the "Knight" hero, one of the cards offered was the one for flying units. Even tho the hero was not a flying unit and I had no option to even hire a flying unit.
Last edited by AngryPancake; Nov 14, 2023 @ 4:22am
Skybreaker Nov 14, 2023 @ 4:23am 
Thank you for the quick reply, so far that sounds as intended especially, if the hero has not jump/fly capabilities. We keep a look out for that, thank you for reporting.

-cheers
Jannes73 Nov 14, 2023 @ 6:57am 
Gotta agree on the animations vs HP loss inconcistency, it really doesn't feel good to fight battle like that. I think some clearer animations and effects showing that a target has blocked the attack would go a long way. For now it feels like battle is lacking ... impact.
Skybreaker Nov 20, 2023 @ 2:26am 
Hi Jannes73, and thank you for joining.
As mentioned before, I've forwarded this topic already, earlier during the demo was released and the team is currently looking into this. But so far, there are no details I can share, and nothing is set in stone yet, how this might look like in the final version of the game.

Keep it up!

-cheers
bitrott Dec 1, 2023 @ 11:21am 
"Overall in its current state, I will keep an eye on the game, but I am not buying it on release.", man, who asked.
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Date Posted: Nov 12, 2023 @ 5:00am
Posts: 6