Beyond Hanwell

Beyond Hanwell

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lentinant Feb 5, 2024 @ 4:59pm
Like the concept, but the game is rather rough
As I've mentioned, I like the concept, but the game is definitely ways from being good. There are numerous points that IMO should be improved:
  • Very obvious one - no audio settings.
  • Quck turn mechanic is rough. Instant rotation is desorienting. The feature also constantly activates when you don't expect it (people are sprinting diagonally more than you think). In general, I would prefer regular RE-like 180 turn when pressing dedicated button. But if you stick with this one, at least add smooth rotation from old direction to the new one, so player is less desoriented.
  • Navigating hospital felt confusing. Usually, if you want player to be able to understand their position on the location easily, you either need a map, some sort of directions system (e.g. adding direction signs "Basement", "Kitchen" etc.), or make locations more distinct. This game has neither. When I've got crowbar, I had no idea where barricated doors where, so I had to scour the entire location again.
  • If I try to open door or use interaction, the game tells me "you don't have key to the kitchen", "you don't have a fuse" etc. When I have key item, the game forces me to select it from the inventory. Why? The game itself established what does it need. Either use item automatically, or do not tell player what item they are missing, make them think. Extra click brings nothing to the gameplay.
  • Combat is rough. With melee weapon, there is no point using anything other than LMB+RMB+LMB combo. Enemies don't have any sort of windup before attacks, making any attempts to evade useless. Both those aspects turn a lot of fights into "you click LMB+RMB+LMB until enemy dies, while enemy hits you". And if with regular enemies, this can be negated by shooting them from range and hopefully killing them before they get to you, teleporting girl is even worse, because her non-existent windup combines with her teleportation ability, so she often just teleports behind your back and IMMEDIATELY hits you. This makes the combat an unsatisfying chore.
  • Talking about taking damage, I never really understood how much health I had. There is no indication for that at all. Closer to the end, I've heard heartbeat, and decided to use medkit, but even then, it was not clear, if I've taken too much damage, or that was because of occuring story event.
  • Comparatively minor point, but not sure why do you need both audio log and note with exactly same content side by side.
Last edited by lentinant; Feb 6, 2024 @ 1:41am
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Natcracker Feb 6, 2024 @ 7:06am 
Hi, thanks for taking the time to offer feedback.

You make some good points, I've just now made some changes, I tried the auto use from inventory idea and actually completely agree with you, it does flow much nicer and feels more intuitive so thanks for the suggestion, it'll be in the next update.

The prompts were added because I saw a lot of people struggling to figure out what to do initially, with the locked door, but I also agree it is unnecessary after that first door, so all subsequent key/item missing prompts have now been removed.

I'm still trying to figure out how to best communicate damage without a HUD, as of now, the blood on your hands and a red vignette around the screen will indicate damage, but I understand you can't really see your hands very much. Received damage in the demo is also significantly reduced which I think has caused some confusion.

Quick turn seems very mixed, I like it, some others do, and others don't. I'll add an option to disable it.

Combat is constantly evolving, I'll make sure all your points are on my mind as I continue to develop it.

There will certainly be maps eventually, and the addition of signs is easy enough so I'll do that in the mean time.

Edit: I forgot mention, the audio logs are a new addition, they used to be text notes, I just forgot to delete them while caught up preparing the demo for Next Fest.

Thanks again!
Nathan
Last edited by Natcracker; Feb 6, 2024 @ 7:09am
SpaceyPlane Feb 6, 2024 @ 10:08am 
Originally posted by Natcracker:
I'm still trying to figure out how to best communicate damage without a HUD, as of now, the blood on your hands and a red vignette around the screen will indicate damage, but I understand you can't really see your hands very much. Received damage in the demo is also significantly reduced which I think has caused some confusion.
Maybe add a dedicated button to examine your hands and body? Kind of like Alone in the Dark inventory system
Natcracker Feb 6, 2024 @ 11:09am 
Originally posted by SpaceyPlane:
Maybe add a dedicated button to examine your hands and body? Kind of like Alone in the Dark inventory system

I did actually try this come to think of it, I think it worked pretty well but didn't polish it enough in time (secretly, if you press H there is a chance it is still active, but the animation is a terrible placeholder so don't tell anyone haha).
Last edited by Natcracker; Feb 6, 2024 @ 11:11am
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Date Posted: Feb 5, 2024 @ 4:59pm
Posts: 3