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Also I want to suggest disable hunger stacking up by dashing outside combat, character movement is slow and there for sure will be a lot of backtracking, so basic sprint or no penalty on dashes outside combat is a must have QoL improvement.
Realy? I think default movement is pretty fast in this game. In fact, its faster than sprint in some other games
Well, some other games can give you an exceptionally trained super military dude who can't run 50ft for his life without being completely exausted and vision blurred. Doesn't mean thats a good example tho lol. I mean if full version will have more backtracking and exploration, then it will be better to just have a faster movement outside combat without dashing constantly and building up hunger.
Edit: How to even defend yourself it the pickaxe breaks? Didn't found any materials at all to fix it. Edit 2: Nevermind, later in the demo there's materials.
I didn't
Just wondering if this is all by design. I really like the atmosphere and the tension and the jumpscares are really endearing and not annoying like other games so im keen to play more. But it seems like with every single next fest demo ive played theres one thing or one mechanic or one system thats either bad or not in place, or i.e. just a single thing that feels massively out of pocket in an otherwise good experience.
Everyone is fine with weapons breaking what are you even talking about. It’s the fact that they break durability by the same (or close to the same) for crushing boxes as it does fighting enemies, that just doesn’t make any sense. Not to mention, it completely disincentivizes exploration since there’s no reason why you’d ruin your weapons to open boxes this way. That said, that might be fixed with more weapons in the full game. The weapon durability either should not be effected by wooden boxes (that you could break with your hands/feet irl) or the durability should be reduced by half when compared to fighting. Also, if you played the demo you’d know that most enemies cannot be kited out of aggro reasonably, they stay hunting you until you leave that section of the map or kill them. This game looks awesome and there’s a lot to be excited about but it absolutely needs some tweaking when it comes to those mechanics.
I think people are talking about the very first pickaxe tool that breaks too quickly before you even see any monster in the game. Tension rises and everything says - it's going to be just there around the corner, but there's no weapon left, so they feel unsafe. Yeah... this is probably scripted or intended to be that way, because there's just a single monster and that lvl is designed in the style of the Minotaur Labyrinth. Only run.