To The Grave: The Wildlands of Faenora

To The Grave: The Wildlands of Faenora

Demo Feedback
Confident that you guys are working on much of what was said in previous feedback; much of which echoes my own sentiment, so I'll do a quick summary of those things before mentioning my thoughts on QoL that I haven't seen mentioned yet.

Far too RNG heavy; RNG is basically pass/fail. You rarely get a chance to turn a bad start into anything even remotely feasible.

No actual path; need more choices (I've got some thoughts on this one; see below).

Things I don't see mentioned:

A turn order would help immensely.

The UI certainly needs some work. Unresponsive to multiple clicks to select someone, sometimes just clicking to use a skill ends up selecting a whole different row/column, etc.

SP should be listed just like HP.

When on Auto-Battle, the player should automatically get to control the turn of a character whose gained enough SP to use a skill or just rethink the SP system building up from scratch altogether. Visually they take their turn and THEN it shows you they gained enough SP to have done something on that turn and that needs to go; doubly so when everything else is so unforgiving.

Stats and skills need tooltips and better descriptions. I only recently discovered RES improves healing from Clerics and the only reason I know this was that I accidentally put on a high RES item on my Cleric instead of a high MAG one. The Main Character's skills clearly have ATK or MAG scaling, but nothing is listed. We shouldn't be using letter ratings for anything in this day and age; that's far too nebulous and honestly doesn't respect a player's intelligence NOR a developer's design skills when they make something with special effects that go ignored because people are seeing D- or C+ etc. Tell us what stat something uses, the chance to do an effect like Stun, etc.

To the subject of needing more path choices:

This one is interesting because I have seen games do a linear path with three node choices and have it work out for them, but this one seems almost like it actively hates you, lol. My last run I got four Healing Springs in a row in the first four nodes. This comes off the back of TWO HOURS of never seeing a single one. That has to change.

Consider either four; 1 normal battle, 2 and 3 being random options, with 4 being ? that gives you one of the ones NOT listed.

OR

Three choices; all random with a set number of rerolls per run. Say, 1 Reroll per run + 1 more per run for every 10 Main Character levels. So for example you get Lv.20 and you now have 3 rerolls for your node events to use for the whole run.

Consider making a starting class for everything; Squire and Archer are fine, but consider Medic and Mage for a healing route and a magic damage route respectively.

Make class changing happen based on levels; the moment they hit 5, for example, you get to pick between making a Squire a Knight, Fighter, or Squire+ that gives the Squire a boost in base stats and another passive.

The Dojo can then be used to reroll and pick passives, power up skills, increase base stats, etc.

Add a Blacksmith that upgrades and/or enhances items.

There's some GREAT potential here for an amazing hybrid between JRPG and Roguelike, but if the unfriendliness can get weeded out from the game mechanics you'll absolutely crush it out of the park; I can basically promise that!

EDIT: Wanted to add two more thoughts.

Recruiting needs to let you select and hold characters and reroll the rest; feels un-intuitive and counterproductive to have to reroll the entire batch.

I think making the recruiting a mandatory thing and then letting players select from a stronger package of items (swords, bows, staves, healing, etc.) or a stronger EXP boost would feel a lot better.
Last edited by blurryhunter; Jan 11 @ 4:02pm
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2TG-Nathan  [developer] Jan 14 @ 9:32am 
Thanks so much for all of your feedback! We put this out as an early alpha demo to get exactly this - while at the same time, having lots of plans as we continue to develop. A lot of what you've captured above is already in the works!

Also - completely hear you on the RNG - the RNG is heavier for this alpha demo as we don't have all of the depth built out yet. The final product will not be as RNG heavy and we are taking great care to make sure there will always be a benefit to continuing each playthrough (so you don't feel like if you didn't get a good roll to start you might as well not even try).

Thanks again for your feedback and excitement about the game!
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