ENDER MAGNOLIA: Bloom in the Mist

ENDER MAGNOLIA: Bloom in the Mist

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Vivian Ancestor Mar 30, 2024 @ 1:55am
Some suggestions I'd like to make for ENDER MAGNOLIA
First is the translation. I am a Chinese player and most of the translation is just fine, but there are still 2 issues remaining. ① In the city area, there is a checkpoint and an old lady next to it. The chinese translation of her words has an extra "/" , and I suppose it is a mistake. ② Once you hit the ESC bottom we enter the pause state, but the word "continue" is translated into "开始“, which means "start( or begin )" in Chinese. It should be "继续”( Continue ).

Secondly, I'd like to say I have to give Binary Haze Interactive some credit for actually listening to the players and made some huge changes to the MAP and removed the damage when Lilac touches the enemies. BUT, until now the exploration and the collecting of the item are just too easy to complete, which kind of makes me less enthusiasted to take a look at the whole map, while it also makes me feel a smaller sense of accomplishment than what I felt when I cleared the whole map in ENDER LILIES without looking up any guides. I strongly suggest to level up the difficulty in items collection a lot more.

Third thing I need to talk about is the Difficulty of the battles. Now all this mini bosses are just tooooooooo easy to defeat, which is really frustrating. I know that there is a difficulty system which isn't available in the early access, and I strongly suggest that we can make the highest level of the difficulty much harder than the current version we are playing now, like we can add back the "touching damage" again(lol). Easy, Normal, Hard and Expert would be perfect to suit different kind of players, including the ones who want to enjoy a casual game and those who want to experience a HELL-LIKE journey with Lilac. And, of course, the NG+ can be just like ENDER LILIES. We can change the AI of the Bosses and add some new moves, while also level up their HP and posture.

Oh, and of course, I LOOOOOVE your art design AND your musice for Mili AND the background of the map. KEEP making games like that and I'll buy whatever you make. Then one day, maybe just like what you guys said before, people would cheer the second they see the logo of BINARY HAZE INTERACTIVE.

May the lilies bloom for me. Oh, maybe I should say:
May the magnolia bloom for me.
Good luck, Lilac and Lily.
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Showing 1-6 of 6 comments
Vivian Ancestor Mar 30, 2024 @ 2:19am 
Plus, I still want to emphasize the point of HARDER COLLECTION and BATTLE DIFFICULTY.
Not all games are meant for everyone. Contact damage are basically common in this type of games, and I do not want to point it out too hard, but you must realize that ENDER LILIES series MUST NOT lose its identity. It is ENDER LILIES that takes a part of my SOUL from me, not just some easy child game that is suitable for everyone.

You may not realize how perfect Ulv and Julius are, and the environment of these battles are also 100% perfect for an Epic fight (flower path, oh my...). So in those places you definitely have to add some tough fights and great music, which is VERY important for ENDER LILIES series.

So what I am suggesting is that, other than making the items harder to collect, you must make different difficulty levels.
EASY: No contact damage, lower enemies HP and posture and their desire to attack.
NORMAL: Contact damage can be turned on or off at any time, standard HP, posture and attack desire. You can switch to EASY at any time.
HARD: Contact damage is back and can't be turned off. Higher HP, posture and attack desire. You can switch to NORMAL at any time.
VALKYRIE: A hell-like journey for Lilac. Contact damage is on forever and it is harmful. EXTREME HP, posture and attack desire. More enemies displayed on map, which would force Lilac to change her battle strategy and fight in different ways. And of course, the difficulty is locked at VALKYRIE and cannot be changed.

Like I said before, don't listen to all the voices from the community because you are ENDER MAGNOLIA, the latter game of ENDER LILIES. So, you gotta understand why players love the former game and KEEP YOUR STYLE. Don't lose your IDENTITY.
Last edited by Vivian Ancestor; Mar 30, 2024 @ 2:28am
null Mar 30, 2024 @ 3:49am 
Just a small note for future suggestions. If you write text walls, they are likely to get ignored.
If you surround your main point with disclaimers, your main point will be difficult to find.
Finally, if you lump different feedback together, you should structure it very clearly to make it easy to skim through.

There are 5 suggestions in this thread:
  • Translation errors
  • More difficult exploration (agree)
  • More difficult bosses (agree)
  • Contact damage (agree, but only if it is incorporated in core design)
  • Difficulty options (agree, but only if it is incorporated in core design)

"Core design"
If devs add anything as an afterthought and the game is not designed around it, it can lead to miserable experience. Difficulty and contact damage are a core part of the game and adding options there would mean re-testing (and possibly redesigning) the game on each difficulty.

Witcher 3 is a fine example of a game NOT doing that. The game is clearly designed around higher difficulty and lower difficulties allow completely ignoring core mechanics, making the combat on default difficulty feel boring.

Death's Gambit (before Afterlife) had something like contact damage on enemy weapons (not attack trajectory, but weapons, so if a swing ended behind an enemy you get hit). It was very clearly not designed around that, because some of the worse encounters simply had you 1 tap and run (boring method, but miserable if you didn't do it).
Vivian Ancestor Mar 30, 2024 @ 6:52am 
Originally posted by null:
Just a small note for future suggestions. If you write text walls, they are likely to get ignored.
If you surround your main point with disclaimers, your main point will be difficult to find.
Finally, if you lump different feedback together, you should structure it very clearly to make it easy to skim through.

There are 5 suggestions in this thread:
  • Translation errors
  • More difficult exploration (agree)
  • More difficult bosses (agree)
  • Contact damage (agree, but only if it is incorporated in core design)
  • Difficulty options (agree, but only if it is incorporated in core design)

"Core design"
If devs add anything as an afterthought and the game is not designed around it, it can lead to miserable experience. Difficulty and contact damage are a core part of the game and adding options there would mean re-testing (and possibly redesigning) the game on each difficulty.

Witcher 3 is a fine example of a game NOT doing that. The game is clearly designed around higher difficulty and lower difficulties allow completely ignoring core mechanics, making the combat on default difficulty feel boring.

Death's Gambit (before Afterlife) had something like contact damage on enemy weapons (not attack trajectory, but weapons, so if a swing ended behind an enemy you get hit). It was very clearly not designed around that, because some of the worse encounters simply had you 1 tap and run (boring method, but miserable if you didn't do it).

I've thought about this Contact damage thing before, and the EA version we are looking at now are actually more of an outcome of adding "no contact damage" as an afterthought. The reason is that the battles are still easy if contact damage exists. If adding contact damage would lead to miserable experience, it would have to be some TOUGH bosses that are difficult to defeat even without contact damages. Now the battles are all too boring, so contact damage would be a nice idea to at least boost up this difficulty a bit.

Just a piece of my opinion.
Vivian Ancestor Apr 4, 2024 @ 11:03pm 
Wish this post could be seen.
Taz Apr 10, 2024 @ 5:19am 
Good luck, Lilac and Lily.
zevhan Apr 12, 2024 @ 12:01am 
i strongly agree with your suggestions. especially the contact damage. i dont understand why ppl bemoaning about it and wish for it to be gone. like just try to think about it, if you touch someone dangerous(bosses) wont they punch/smack you hence you lose some hp/got hurt, its literally common sense. so i do wish instead just make it an available options, or the no contact damage is specifically for the easy mode only. normal/hard/ng+ should have contact damage on by default.
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Date Posted: Mar 30, 2024 @ 1:55am
Posts: 6