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Its too many tasks to perform without enough advantage gain by creating stuff.
I have to search for specific resources, i have to combine them, i have to craft the stuff, crafting takes time where i cant attack and the gain of power afterwards is too minimal.
Especially i feel like there arent enough buffs to the gathering tool, to speed it up or give additional resources.
I also felt, there should be alternative ways to obtain resources, while stuff like the souls should be pick up and be done, not stand still while harvesting.
The worst was the melee play.
The character has to stand still, its slow, clunky, most of the strong enemies are ranged with powerful melee attacks on top, the crossbow is just objectively better to maintain your health and deal with large crowds.
Overall, i have a lot of fun, but it needs a ton more stuff and advantage gain.
Melee should be an attack you do on the move without penalty.
Materials should be easier to get and more ways to obtain them (have enemies occasionally drop stuff like hides etc or have material chests to be found).
Crafting times arent optimal.
Theres no map to orientate.
The map seems to be the same each time, i wished for more randomization or procedural generation. You even have the same enemy appear at the same spot = too scripted.
Just a few notes:
- attacks do lock movement because spirit allies will only appear if you don't move and it's a CORE aspect of the gameplay (if you know the reference, think Archero). Though some attacks for some weapons later on may behave a bit differently.
- gathering can be interrupted with an attack if you don't want to waste a skill charge. By the way attack themselves can be interrupted with the skill. Might transform the attack interrupt into a simple interruption with no attack triggered... Might feel better.
- Some advanced ressources will be harvested only on the bodies of enemies and we will add some ressource drops for some enemies too. Though it will be a secondary source of materials except if you have dedicated items...
- You seem to have missed the shortcut system to craft your favorite items without opening the craftwheel... but instant crafting is a no go. Crafting speed is one of the primary parameter of difficulty / power balance between character classes.
- Current map is not random but some random events / bosses / challenges will appear on it in the early access version. Also, a fully proceduraly generated map will be added. The game will be composed of a mix of random & set maps, for different types of challenges and experiences.
You can only carry one weapon at a time, so why would I have to mandate a "favourite"?
Another example of not enough information: I unlocked the backpack easily enough (!), but where is it? Of what consequence is it? At this time, I am assuming I will unlock more aspects of play as I play, including about this backpack.
I can see this game following a wave model, where the bulk of your furious crafting is done in between. That necessitates a break in waves, however... hopefully something that remains a 'thing' throughout play.
The waves of enemies do fluctuate but at a certain point there is a base line that requires to be either extremely fast... OR use the tool given by the game to manage that : spirit allies. Sufficiently upgraded, they can protect you against pretty massive onslaughts even without you doing anything. In fact you do have to stay still, but you can collect or craft while they attack.
That sounds very cool!
But I am at a loss as to how to 'make a weapon my favourite' in the crafting wheel, which I think was my last objective.
Will try again later. :)
- with the mouse above the item you can press [E] or click directly on the star icon i think
- with the gamepad, press X while the item is selected
This toggle the fact that an item is "tracked" or not and its cost will appear on the left even when the wheel is closed.
You can also create shortcuts for items :
- with mouse & keyboard with [1], [2], [3] and [4]
- with the gamepad by using the directional cross
Thanks.
Why do so though? Once I build a Crossbow (for example), I've built it. Unless I can build more powerful versions?...
Yes the first one you build is Crossbow I then you build Crossbow II
>>- attacks do lock movement because spirit allies will only appear if you don't move and it's a CORE aspect of the gameplay (if you know the reference, think Archero). Though some attacks for some weapons later on may behave a bit differently.
>>But I am at a loss as to how to 'make a weapon my favourite' in the crafting wheel, which I think was my last objective.
>>- with the mouse above the item you can press [E] or click directly on the star icon i think
- the spirit allies seem too late in the demo for successful onboarding. at the point they come into play frustration may have lead to quitting. note that the flute unlock comes first and seems to be perceived without enthusiasm. note that both UI and core game-loop seem unintuitive.
- there seems backwards logic in "attacks do lock movement because spirit allies will only appear if you don't move" because someone invented that mechanic in the first place. the result isn't the source of a causal chain.
i see the constant stopping as breaking the flow of the game, compare this to unwittingly picking the "wrong" hero for "gunstar heroes" and end up lagging behind your friend who doesn't have to stop to shoot. it's not a matter of taste "game-not-for-you" problem.
archero clone i tested plays more fluidly and has auto-fire with unlimited range. moving left and right there means sidestepping, and covers a wider distance quickly.
in "rogue arrows" we see that concept, sadly the release had less snappy movement than the demo. the core playability of dodge there comes from the fact that movement is a quick evade while active dodge gives a second chance to reposition on a timer.
there's a strong difference between snappy hopping and positioning using auto-aim & auto-fire: versus slow movement while holding mouse-left-click down all the time. the demo shows a lack of pounce and peck, and pacing issues: it doesn't transmit a feeling of urgency or has tools to address it.
- in my test E had to be held to lock in a "favorite" (mouse doesn't work): it's not readily apparent what that does, nor does collecting the recipe give a hotkey to complete the recipe, some automation and better feedback cues would help there. interface can use streamlining for minimal interference, options not accessible in-game is a no-go.
it's somewhat of an issue when Dev has to explain to players how to use the UI because the game isn't intuitive. i take it from the feedback that the demo undercut expectations in the QOL department while everyone was happy about the art concept & potential.
hope this helps.