Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Also maybe once you get a new power up, rooms will be a different tint to signify that you can get through them now. I know the game is supposed to be directionless but it's too big for most players to memorize rooms you were previously locked out of.
Trying to navigate feels harder than the platforming to me 💀 all I do is get lost and backtrack unnecessarily, see I can't do anything yet there, and wander around randomly again to another area. These changes would be monumentally helpful if people want to use them.
I think adding something to know exactly where to go next at any point in time, would make the game too streamlined.
I still want exploration to be the main focus here, and I think people wouldn't need to memorize rooms you were locked out of, if you could check on the map which rooms you haven't gotten to yet, like how most metroidvanias do it.
I completely understand some people feeling that way, and that's a very valid preference. That's why I suggested it not being the default option and instead having it as a toggle accessibility feature so it doesn't ruin anyone's experience who wants that :^)
Unfortunately not everyone has a good memory or the capacity to remember things well, which would keep them being able to play this game. I think it's very important for games to not accidentally keep people with certain conditions or disabilities from being able to play their game, so I don't think there'd be any harm in adding these features to the accessibility options
I agree on the memory aspect, I don't think people should be obligated to memorize the layout of the world to explore it, but there is such a thing as overdoing accessibility options.
There is no need to streamline the game in order to make it accessible to everyone, I think having a map of the whole world with enough details is more than enough, so that people don't have to rely on their own memory, as long as they have a tool to know where they can go, they can still put time into exploring, and not compromise the game design.
Otherwise, if you were to, say, put an indicator of what's now open, or exactly where to go, it would mean there is no room for exploration, it's directly becoming a more streamlined experience, and to me, that defeats the purpose of accessibility. You want to give the player the tools to experience the game, not give them a watered down version of it so they can finish it.
Some areas like the 4-way with the statue in Castle Sansa need me to go back and forth to the map a few times to figure out where I am and where I need to go.
For example, I see something like a time trial, an upgrade, health upgrade. Open the map, make a note myself and the proceed.