Beyond Hanwell

Beyond Hanwell

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Post Mallan Sep 9, 2024 @ 11:18am
Feedback about the game
Hello !

It was overall a great experience and a promising game that have a great potential but there are some points I want to give as feedback :

Combat system :
- Weapons maybe need a more explicit way to tell us that it's gonna break (maybe through sound feedback when hit ?)
- The fact that we sweep to the target is often weird and not intuitive to me, on the last part of game I tp'ed so much in the dark to fight ennemies that I ended in an other room and took me seconds to understand where I was haha
- Guns are not really fun to use
- Weird to hit while being hit with the screen shaking as we're often in the dark while fighting it's hard to understand that the ennemy is not more stun

Levels :
- Very inegal as well for main quest and side quest
> Main quest :
- I love the lyceum theater (except the musical puzzle, just did it randomly, not everyone have the perfect ear) and the hospital
- The cathedral was kinda meh, I was excepting something way more disturbing or more related to religion (witches, demons, shadow ennemies ?)
- The eastforge was also not really interesting, don't know why though
> Side quest :
- There are some that miss interest except for going in, get an upgrade and leave
- I loved the twitchys, the police station, the hotel (even if it doesn't tell me I cleared it, dunno what I missed)
- the other are just not really interesting, bowling could have some backrooms that have tight corridors or machine alley / the hall miss something as well / The fosters bar have a nice ambiance but would probably do something else than mimic, the idea of the witch is perfect in it but lacking of challenge
- the museum could have something more too, it have that nice easter egg in the entrance and it's nice to get an early look at the lore and different anomaly (even if there are some we never see in the game, maybe future update ?)

Mechanics :
- The torchlight doesn't last long enough, it's not a big point as it's motivating to use it only few seconds to know where to go but it's really weird to have to use battery when the nightvision headset is recharging by itself, it would have more sense to do the contrary imo
- The glowstick suffer from the same problem, don't last long enough and I didn't found any in the last part of the game, I think if it last a bit longer and can be crafted (maybe I didn't found the blueprint tho) it could be nicer
- The sprint is weird, it have the idea to doesn't allow for quick turn, but I never needed to sprint in a straigh line in the game (except the end of the hospital maybe but that's weird to have this mechanic for a gimmick in one level)
- The map, I understand that it's easier to do a 3D drone view but when at night or bad weather, it's impossible to see things
- The inventory : it's good overall but I'd like to have a chest/safe in the safe house to store things I'm not using right now. For the upgrade it's sad that one bag give you full size inventory, I was disappointed to not be able to take the second upgrade, the final size of inventory is perfect to me, but I'd love to see the upgrade in two part
- Being able to hit ennemies through walls is bad haha
- One or two more shortcuts for quick use could be handy in my opinion
- The book is incomprehensible for me
- It's missing some indications on what to do sometime (It's ok to be lost, but I got a bit of anger when I had to go back in the stairs of big ben to get that gear tbh, didn't knew I had to look for a gear as I went this way first
- Using computer is a pain with that idea of leaving it when mouse is going out of the screen
- Puzzle could be more clear ? The one in the palace at the end I just did it by finding the correct order, even after finding the order I still don't understand the hint above the door
- It's sometime annoying to take a pickup item, because it's targeting something in front but as inventory is already full, the popup that last forever is showing up
- the quest objective (that you get when pressing X could indicate that you need to hit the key again to hide, I opened up it without noticing until the end of the game it exists and had to press mostly all my keyboard to find how to hide it haha

Sound design :
- Loved it overall, I'd love to get an option to disable the battle music, it's breaking the ambiance and removing all the tension as it's removed when no more ennemies around

Anyway great work on the overall design and ambiance, it didn't scared me that much but I had some tense when no ennemies around just walking slowly in environment, congratulation !
Last edited by Post Mallan; Sep 9, 2024 @ 11:34am
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Steel Arts Software  [developer] Sep 9, 2024 @ 12:08pm 
Thank you for the detailed feedback! I'll keep it open and refer to it while I work and see what I can improve based on it.

The homing combat system can actually be turned off internally, the only problem is when it's off it kinda feels like skyrim, the hits just don't land quite so well. I might consider adding a user option to turn off what I've called Enhanced Combat as a trial and see how people get on with it, it really doen't hurt being an option but I want to keep Enhanced Combat the default.

A few of your other points I agree with, like trying to pick up something behind something else. As I said I'll refer back to this as I'm tweaking things.

I really appreciate the feedback! Keep an eye on the updates. Thanks again!
Post Mallan Sep 9, 2024 @ 12:14pm 
Originally posted by Steel Arts Software:
Thank you for the detailed feedback! I'll keep it open and refer to it while I work and see what I can improve based on it.

The homing combat system can actually be turned off internally, the only problem is when it's off it kinda feels like skyrim, the hits just don't land quite so well. I might consider adding a user option to turn off what I've called Enhanced Combat as a trial and see how people get on with it, it really doen't hurt being an option but I want to keep Enhanced Combat the default.

A few of your other points I agree with, like trying to pick up something behind something else. As I said I'll refer back to this as I'm tweaking things.

I really appreciate the feedback! Keep an eye on the updates. Thanks again!


Maybe an inbetween option, when pressing shift during fight you use that dynamic battle system and when not no tp to the target, so it induce some "strategy" and control over the fight ?

Also for pickup, maybe long press on pickup key can take everything possible in front of the character can help without changing too much the initial mechanic and having to find a workaround ?

Also small point about the computer : I like the idea to leave it when mouse get on a side of the screen, but I think that it's too brutal to leave the computer when it's reaching the edge, maybe making it "virtually" go further will not lose the dynamic aspect of it and letting the player get the control over it
Last edited by Post Mallan; Sep 9, 2024 @ 12:35pm
FedBoi Sep 9, 2024 @ 12:34pm 
Wanted to say again, love the game. I’m a big resident evil fan and I get the same vibes. Great atmosphere and sound design. Twitchy content was perfect.

If possible, I think some levels need more enemies. I played on normal mode, and only would encounter 3-5 enemies on most maps. I hardly use any of gun ammo. Like mentioned above with the cathedral, it was huge but took me maybe 4 minutes to beat.
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