Hard West

Hard West

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CFG_Blaze Nov 18, 2015 @ 1:35pm
General game feedback (non-technical)
We'd like to keep the technical feedback thread clean so if you'd be so kind, please keep the general feedback here. Thanks!
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Showing 1-15 of 169 comments
No5 Nov 18, 2015 @ 1:36pm 
1) Switching which target to fire at is a bit of a pain in the ♥♥♥. The arrows are too small and there are no obvious keys to navigate to next/previous target.

2) Some way to fire at the target with the mouse would be nice. Turn based games have been doing this since the days of x-com.

3) In the 3rd or so mission I had the girl with the shotgun. In one instance the "firing at a target" window said it would do 4 damage, in another case it said it would make 1 damage to the target, both of which were not on cover and at similar distances. The "more info" button in the taking a shot screen is a nice idea, maybe you could add the modifiers to the damage as well, not just accuracy

4) It's not obvious if characters heal outside of combat

5) in the mission where I had to save the girl, there was a key in a barack. In the preparation stage I went around the back and got right outside the baracks. I couldn't get in through the window but at least I wanted to open the door from outside, yet that wasn't possible. I guess the door was locked but having some sort of feedback when trying to open it (like showing a "lock" when hovering over the door) would have been nice

6) Same mission. After holding up an enemy, the combat started next round. The game made it sound as if the preparation phase would continue.

7) the Barter screen is visually noisy as hell. All those "wastern" decorations in the window make it even more cluttered and distracting.



That's all the feedback I have so far. Good job on the game. Gameplay, atmosphere, graphics, music and voice acting seem very well done. It's an indie but feel like a labor of love, and that's something money can't buy
Last edited by No5; Nov 18, 2015 @ 1:38pm
Ruzen Nov 18, 2015 @ 2:51pm 
* I wish I could switch equiped wepons with eachother at inventory. I have to put the weapon on general inventory clear the inventroy slot then able to put. Its very unnecessary micro clicking.

* Inventory and Card inventroy opening wait time is long. Everytime a char joins or leaves the party screen slows even more.

* In my oppinion the subdued enemies shouldnt enter the combat phase right when combat triggered. You never know what triggeres combat and keep subduing enemies by getting close but when combat triggered from a across the map, BAM! the guy you subduing is firing you instantly and you have to restart all over again. Subdued enemies should skip the first round.

* It is sometimes hard to keep up with event news (right bottom) couse I cant decide If I should read It first or read the story. If I read the story I can miss what happened, like wounds or gold gain & loss. But If I rush myself with the usefull pop-up's then the game kinda spoils the writen story infront of me. Maybe we could make them slower at menu or clickable. So I can enjoy story and get the information same time.

* 8 camera angles (45°) could be more usefull and could prevent rare but costly missclicks.

Thanks for reading:tropicanstar:
Jeff Nov 18, 2015 @ 3:14pm 
My biggest concern so far is that this game is going to be too short! I'm having a blast.

- Personal preference but I'd prefer to have the mouse wheel zoom reversed. When I try to re-bind the key for mouse wheel down for example, the key bindings window scrolls instead and it doesn't register as my preferred input for the command.

- I agree with the comment above about keeping up with the news on the bottom right. It kind of breaks my immersion and spoils the story text since I have to read the notifications before they disappear and they essentially summarize the story text. Either letting them sit there until dismissed or adding in an activity log would help.

- I wish you could cycle combat targets with the keyboard. It would also be nice if the selected target was a bit more prominent. I find myself often double checking I have the correct target chosen.

- You can't swap weapons easily from your inventory. They need to be un-equipped first then the new item equipped from the inventory. Nothing major but would be a nice "quality of life" update.

I'll add more as I come across them but overall great job on this! I'm really enjoying everything across the board.
Last edited by Jeff; Nov 18, 2015 @ 3:16pm
CFG_Blaze Nov 18, 2015 @ 3:26pm 
Originally posted by No5:
1) Switching which target to fire at is a bit of a pain in the ♥♥♥. The arrows are too small and there are no obvious keys to navigate to next/previous target.

Other than arrows, you can click on the targets directly and you can also click on the target markers (red) in the bottom right corner.

2) Some way to fire at the target with the mouse would be nice. Turn based games have been doing this since the days of x-com.

You can select the target etc. but the target information window has the confirm bautton to click. You can use the kb + mouse together of course.

3) In the 3rd or so mission I had the girl with the shotgun. In one instance the "firing at a target" window said it would do 4 damage, in another case it said it would make 1 damage to the target, both of which were not on cover and at similar distances. The "more info" button in the taking a shot screen is a nice idea, maybe you could add the modifiers to the damage as well, not just accuracy

Are you sure that was the same type of shot (not a shotgun cone shot vs. a direct shot at a single target?

4) It's not obvious if characters heal outside of combat

Outside of combat? You mean during the strategic portion of the game?

5) in the mission where I had to save the girl, there was a key in a barack. In the preparation stage I went around the back and got right outside the baracks. I couldn't get in through the window but at least I wanted to open the door from outside, yet that wasn't possible. I guess the door was locked but having some sort of feedback when trying to open it (like showing a "lock" when hovering over the door) would have been nice

There's a lock displayed ON the door, so it may not be visible that well from all angles. We'll have to think about it.

6) Same mission. After holding up an enemy, the combat started next round. The game made it sound as if the preparation phase would continue.

My guess? Someone else saw you doing that :).

7) the Barter screen is visually noisy as hell. All those "wastern" decorations in the window make it even more cluttered and distracting.

We had the opposite feedback too so it may just be a matter of taste. But we'll keep an eye out for more on the subject.

That's all the feedback I have so far. Good job on the game. Gameplay, atmosphere, graphics, music and voice acting seem very well done. It's an indie but feel like a labor of love, and that's something money can't buy

Thank you very much. I don't want to go into cliches and talk about being excited etc. Still, a lot of effort went into it and even though nothing is perfect, we'll continue to work on the game.
Jeff Nov 18, 2015 @ 5:53pm 
Originally posted by TEO:
I tried twice and still can't choose action here (screenshot; before crater location).
And last checkpoint so far :steamfacepalm:

http://ipic.su/img/img7/fs/HW.1447891560.png

I'm having the same issue. This one seems to be game breaking.

EDIT: I reloaded my last save (and lost a good chunk of progress) and just immediately went to the crater and was able to get passed the bug.
Last edited by Jeff; Nov 18, 2015 @ 6:29pm
Wolf Viking Nov 18, 2015 @ 6:13pm 
Loving the game. the only issue I have is no manual saving. Really wish that was an option.
SundA Nov 18, 2015 @ 7:32pm 
options to increase ui. fonts are too small
Stoibs Nov 18, 2015 @ 8:49pm 
Biggest showstopper for me (that unfortunately I encountered straight away) is outlined in my thread here: http://steamcommunity.com/app/307670/discussions/0/490125737485768510/

Simply put it's possible to use up and spend the meager amount of starting money you have to the point where its impossible to 'mine' anymore and thus literally breaking your game and halting progress.
(And contrary to what someone said in my thread, the trading post market wasn't at all available to me that early so that I could even sell anything, I was literally just stuck wandering around unable to advance)
Looking around the boards and reading a certain other review on the store page reveals that I'm certainly not the only person that this happened to, and without beating around the bush or sugarcoating it - this is bad game design and something that I'm surprised made it past beta testing (since again, it was literally the first thing to happen to me). If I get defeated through certain major story decisions or combat encounters then that's obviously fair game and fine, I shouldn't however be 'defeated' and forced to restart the game because I decided to take advantage of the various vendors and opportunities to spend my gold because I was 'supposed' to save it and use it on something else to advance the story.


Second bit of feedback would be the complete lack and absence of a proper, standardized, *Normal* save system (the likes of which we've had for decades now..-_-) I get increasingly frustrated with devs that arbitrary decide to snub this *QUITE* substantial game feature and inclusion that as we can see from the general forums so far, is literally turning potential customers away (and I don't blame them).
This is meant to be an adventure/rpg/TBS tactics game akin to the likes of Jagged Alliance and Xcom afterall right? I could save whenever and wherever I wanted in these. I wasn't under the impression that this was a 'rogue-lite' style game, and my decision to back this on Kickstarter would have certainly given me pause had I known this was the route you were opting for.
We're all adults here, please treat me like one. Should I need to leave in the midst of a battle (that I was unaware the size of going in) for work or kids or any other real life commitments, then allow me to save my progress there and then in a separate slot and leave on my terms. If I or any other player wishes to save scum in this completely offline singleplayer game that in no-way shape or form affects anyone else, then so be it.
Sick of these unintuitive shackles that do nothing but suck the fun and enjoyment out of my gaming leisure time because 'some other guy' decides to unreasonably dictate how I should play. By all means feel welcome to make this an optional 'no save' option on a campaign start screen to keep everyone and all parties happy, but to mandatorily jam this method down our throats without our consent or want is a big no-no and as we can see from the frequency of it being brought up on the forums, is certainly a point of contention and something to criticize.

In the mean-time I'm having to manually go to my C:/user directory and make backups of my autosave to loophole this glaring oversight and shortcoming of the game until this is rectified (if ever..)
It's just a shame that the whole save thing is pretty much my biggest pet peeve in regards to the gaming industry as a whole these days (Typically more-so from bad AAA console ports) since everything else regarding this game from what I've played so far is pretty damn fun and great, and I'm inclined to still leave my positive review up.

Just a shame this isn't quite that 'perfect 10' because of certain design choices.


Alexandra Lorular Nov 19, 2015 @ 12:27am 
No save slots, no sale.
☣ h@nnibal ☣ Nov 19, 2015 @ 5:04am 
A cover fire option would be nice too when deciding to hold position. The AI has it why not us?
76561198172714862 Nov 19, 2015 @ 5:15am 
Originally posted by ☣ h@nnibal ☣:
A cover fire option would be nice too when deciding to hold position. The AI has it why not us?
Because your characters have A LOT of awesome abilites that the AI doesn't have ;) Also, we didn't want the player to just duck behind cover and wait for the enemy, we wanted to make the game more aggressive and change the tactical approach from the XCOM's default "hide & overwatch" behavior :P But if we eliminated that for the enemy as well, then there would be nothing stopping you from just running towards them and shooting without any fear with 100% CtH. We realize that this system might be viewed as controversial but we strongly believe that it forces the player to think tactically and utilize all his assets (weapons, abilities, placement etc.)

As for the saving system, check out my latest comments in the main thread about that: http://steamcommunity.com/app/307670/discussions/0/485622866434599576/
Last edited by CFG_Mc; Nov 19, 2015 @ 5:37am
gilith Nov 19, 2015 @ 11:47am 
Great game overall. But...

1. Improvised cover (tables, cellar door etc.) - you can't choose the cover direction, or the square for your character to stand on. Also applies to other interactive objects; in mission 3, I wanted to open the locked door, staying outside, but instead my character entered the room (losing LOS to enemy that I could shoot from outside)

2. All the weapons, items, and cash are lost between scenarios. Also, "permanent" injuries and scars. I've finished "Hard Times" scenario with some cash, nice weapons and talismans, and one scar on Warren, but in "As Good as Dead" scenario they're all gone.
I can understand losing items for balance reasons (it still sucks though), but please at least consider leaving the scars

3. Lack of manual saves. You don't have to use them if you want to "play the game as it was intended", but forcing players to basically play in Ironman mode is just wrong. (yes, I know there's a separate Ironman mode option, but honestly, I don't feel any difference)
Apoc Nov 19, 2015 @ 12:09pm 
Originally posted by CFG_Blaze:
5) in the mission where I had to save the girl, there was a key in a barack. In the preparation stage I went around the back and got right outside the baracks. I couldn't get in through the window but at least I wanted to open the door from outside, yet that wasn't possible. I guess the door was locked but having some sort of feedback when trying to open it (like showing a "lock" when hovering over the door) would have been nice

There's a lock displayed ON the door, so it may not be visible that well from all angles. We'll have to think about it.

I also had some trouble there trying to find how to lock those doors. Especially since you had to lock only one of the two door. Could it be possible to have the Lock also on the floor in front of the door? Or have the lock stay "above" everything else so you see it through walls?

Also maybe some hint that you have to go through the main door. I spent a good amount of time trying to go around the place to go through a window or climb on something to get inside since there was a guard.

--

Overwatch - A full overwatch like XCOM where you shot anything that enter your range would be too strong considering the damage out of cover. I understand that it could mess up the balance but could it be possible to have at least some kind of blind fire to stop enemies from walking in a specific zone. Even if it does no damage, as long as the AI won't walk in that limited cone or line. Or maybe a way to keep someone pinned, it does no damage but they can't move next turn. Since you are usual outnumbered, it would not be too strong compared to simply shooting them in the face.

More improvised cover - I wonder if you could for example, use regular doors as cover (even if it's only half) but your angle is also limited. I really like the idea of making cover on the go, even though it's already there and you simply activate it. It's simply more cinematic.

Dual Wielding - (Unless it's already possible in some way!) I wonder if your engine would allow it. Even if it's only a special kind of dual pistol that count as two weapons. Maybe it would be too much work for the models and animations but I simply like the idea of shooting wildy two pistols through a window, I guess fanning is a similar mechanic in a way.
I think the overall the game is really good, really enjoying. Great work!

I'm only about 5 hours in and just completed the first scenario so can't give too detailed feedback at this point, BUT...

If I had one question, it would be : why does the enemy get a free automatic shot on me when I close into a short distance of them (the red circle) butI don't?

This doesn't seem too fair of a mechanic. I could understand why this was used if it was play tested and found that it caused an imbalance in the game or something, or maybe to keep the player on the offense instead of relying on defensive positions, but this is not obvious to me. It doesn't seem like it would affect the balance (not sure) but certainly doesn't seem fair the computer gets an ability that I don't have. (Even moreso as it is the the single defensive move).

Also, this sure-fire defensive move negates much of the close fighting strategy for the player, does it not? Maybe this changes later in the game. But for now, you can't build a character that takes advantage of close fighting because you'll get hit 100% of the time closing in.

Furthermore because the player doesn't have this same powerful defensive ability, and the enemies are much more numerous, it is often the case that the computer will run quite close to you (like beside you pretty much) and shoot you point blank.

Without having the benefit of analysing the gameplay as much as you guys, it would seem that giving the player this same benefit of a defensive move would make for better gun fights and would lead to less 'suicide strikes' from the enemy.

Woud love to hear the thinking behind this element.

Really though overall think the game is great. I'm having much more fun with it than Fallout 4 to be honest, which is the most over-rated, uninteresting and boring FPS I've played in a long time.
Last edited by ZippyTheWonderMoonrat; Nov 19, 2015 @ 1:27pm
Kalund Brasov Nov 19, 2015 @ 1:34pm 
Originally posted by CreativeForgeGames_MacBad:
Originally posted by ☣ h@nnibal ☣:
A cover fire option would be nice too when deciding to hold position. The AI has it why not us?
Because your characters have A LOT of awesome abilites that the AI doesn't have ;) Also, we didn't want the player to just duck behind cover and wait for the enemy, we wanted to make the game more aggressive and change the tactical approach from the XCOM's default "hide & overwatch" behavior :P But if we eliminated that for the enemy as well, then there would be nothing stopping you from just running towards them and shooting without any fear with 100% CtH. We realize that this system might be viewed as controversial but we strongly believe that it forces the player to think tactically and utilize all his assets (weapons, abilities, placement etc.)
/

I don't agree with this at all. By no means eliminate overwatch for the Bad Guys. However, there are two things wrong with no overwatch for characters. First, what is wrong with the defensive "You'll never take me alive, Sheriff!" approach? You are often overwhelmed by enemy numbers so it can make it a risky proposition in spite of all those abilities we are supposed to have! And it makes the AI think, too! Secondly, I disagree that it makes the game more aggressive. Many's the time I've gone on the offensive, only to not realise
a) I'm not getting a shot in after my move
b) the Bad Guy I've gone towards can then close the remaining gap, usually in the open, and get a telling shot away without me doing a thing about it! This is surely totally unrealistic.
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