STAND-ALONE

STAND-ALONE

Lots of feedback!
Really love the demo. The aesthetics are especially fantastic. Looking forward to seeing this further developed, and I hope this feedback helps!

* Basic small enemies should die in one "3 hit combo" from Basic Attacks. It feels awkward that the weakest enemies have so much HP, especially in the numbers they spawn in. I realize this has been addressed in other threads, but I thought it was worth mentioning.
* Attacking Aerial enemies/Enemies at different elevations is very tedious. It is often easier to lure them to your level in order to attack because remaining in the air is difficult. Please consider adding the ability to Jump while doing Basic Attacks, or at least cancel Basic Attack by using Jump. It may also help to add more "anti-gravity" time to the player's Basic Attacks and Skills.
* New skills should be available in Modification rooms, instead of only in Shops. Additionally, the price of modifying a skill in the Shop should increase slightly after each use. It is very easy to fully mod two skills by the demo boss, which tends to result in more power than purchasing new skills because of the Stamina mechanic. I found myself often only using one or two skills each run because of these factors.
* Skills that require you to Charge should allow you to move left and right at a reduced speed, instead of only allowing you to jump. They should also be allowed to be held down indefinitely, and only launch when you release the button.
* It is difficult to tell how many Combo/Enhance slots a Skill can have by its icon. If the colored pips could be changed to indicate both types of Modification, that would be helpful.
* Burn feels very weak compared to Lightning. If it also inflicted damage to enemies near the burning enemy, in the same way that Lightning damages a group, it may help.
* Please add a Weapon tab to the Skill / Module menu for easy reference (mainly for passive ability).
* In the future, it may be interesting to be able to discover and switch Weapons mid-run. It would also be good to have ways to upgrade the Basic Attack.
* Please add a setting to disable or reduce Screen Shake.
* Please add a button to view the map at any time, and add core HP to this screen as it is relevant for decision making.
* During the ? events, such as Mannium Runaway, we should be able to see our stats such as core HP and Blue-P before making a decision. If the map could be opened as the last suggestion, it would solve the issue.
Last edited by varna; Feb 14 @ 5:24am
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Showing 1-2 of 2 comments
Atlas Feb 14 @ 5:45am 
Originally posted by varna:
Really love the demo. The aesthetics are especially fantastic. Looking forward to seeing this further developed, and I hope this feedback helps!

* Basic small enemies should die in one "3 hit combo" from Basic Attacks. It feels awkward that the weakest enemies have so much HP, especially in the numbers they spawn in. I realize this has been addressed in other threads, but I thought it was worth mentioning.
* Attacking Aerial enemies/Enemies at different elevations is very tedious. It is often easier to lure them to your level in order to attack because remaining in the air is difficult. Please consider adding the ability to Jump while doing Basic Attacks, or at least cancel Basic Attack by using Jump. It may also help to add more "anti-gravity" time to the player's Basic Attacks and Skills.
* New skills should be available in Modification rooms, instead of only in Shops. Additionally, the price of modifying a skill in the Shop should increase slightly after each use. It is very easy to fully mod two skills by the demo boss, which tends to result in more power than purchasing new skills because of the Stamina mechanic. I found myself often only using one or two skills each run because of these factors.
* Skills that require you to Charge should allow you to move left and right at a reduced speed, instead of only allowing you to jump. They should also be allowed to be held down indefinitely, and only launch when you release the button.
* It is difficult to tell how many Combo/Enhance slots a Skill can have by its icon. If the colored pips could be changed to indicate both types of Modification, that would be helpful.
* Burn feels very weak compared to Lightning. If it also inflicted damage to enemies near the burning enemy, in the same way that Lightning damages a group, it may help.
* Please add a Weapon tab to the Skill / Module menu for easy reference (mainly for passive ability).
* In the future, it may be interesting to be able to discover and switch Weapons mid-run. It would also be good to have ways to upgrade the Basic Attack.
* Please add a setting to disable or reduce Screen Shake.
* Please add a button to view the map at any time, and add core HP to this screen as it is relevant for decision making.
* During the ? events, such as Mannium Runaway, we should be able to see our stats such as core HP and Blue-P before making a decision. If the map could be opened as the last suggestion, it would solve the issue.
So i'll actually reply to one of the points you mentioned here
Most of our community when i joined a couple months ago actually ran burn builds. Burn was excceptionally overpowered just barely a month or so ago and allowed you to basically 3 hit the first boss.

Burn much like lighting is a status effect and status effects are balanced around stacking to maximize damage. I'll keep an eye on this point and see what other community members think of burn now. Thanks for the feedback Devs will also be by here soon :P
LIFUEL  [developer] Feb 14 @ 9:58pm 
Thank you for your detailed and comprehensive feedback! It's timely and valuable, particularly as it addresses several aspects we have been considering. Your insight aligns perfectly with the players' opinions we deeply care about.

*Regarding the combo and attacks on Aerial enemies, we plan to introduce specialized weapons for this. As you mentioned, dealing with airborne enemies can be tricky, so having more convenient weapons for this would be beneficial.
*As you suggested, the cost of modifying skills in the Shop should increase progressively. We are also pondering how to avoid the experience of just passing through the Shop in the later stages of the game without any meaningful interaction. Your suggestion is greatly appreciated!
*Big changes are coming for Charging skills. While not immediately in the upcoming update, they will soon be introduced as an improved feature. Stay tuned for this!
*We agree on the necessity of a Weapon tab in addition to the Skill / Module menu. As more weapons are added, and as each weapon acquires more enhancement elements, this will become increasingly necessary. We will prepare and implement this.
*We plan to add a convenience feature that allows players to adjust the Screen Shake settings. If there are other convenience features you think should be added, please don't hesitate to let us know!
*The ability to check progress and adjust plans in real-time by viewing the Map at any time is something we understand the importance of. So, there will be some changes to the Map and the ? events as well!"
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