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The idea itself isn't so bad, but the execution still feels subpar.
First, I don't know if this is intended, but when I move while trying to light a torch, my torch is used up, so I cannot do it again if that was the only one I had.
Second, logic wise: why do I need to use torches to light a torch that is already standig there? Either make it a torch-holder or give us something like a tinderbox.
Third, having to worry about the supply of something that in theory is supplied by the game in unlimited quantity (you can always sell more rocks from easy dungeons to buy the torch-parts) is not a good game design idea. It basically means that the player has to do repetitive work in order to supply himself with stuff before he can really enjoy the game. To fix that, either raise the drop-rate of torches in such a way that a player will always have more than enough torches when in a dungeon. Or, see point two, have the miser give the hero a tinderbox instead of a torch to light the light in the tutorial area.
I think you are nit picking that it is a torch you carry to light another torch rather than a tinderbox.
IE:- In reality you can use a match to light a candle but you can also use another candle to light a new candle.
During the last two years, a lot of fun books have been written about how and why that happens, neuropsychology being the current fad in pop-science literature. And clearly, that knowledge is present in the gaming industry. MMOs have replaced MMORPGs, because there's no leveling and gear grinding, just log on and play. And even in the MMORPGs, that sort of preparative work has been reduced more and more, for good reasons.
A game for kids ? because there isnt any mega dark elements or gore ? Im 52 and i like playing it as much as i do any other game i own. (mixed bag)
I also think you are not giving enough credit to the intellect of most gaming kids nowadays.
Which brings me to my list of today's complaints:
One, the locked chests in the camp. It would be nice if the keys for those (also for the locked door) were available in the camp somehow. So far, I have not seen the keys dropping randomly, and in the dungeon where one can get them, there is always exactly the one silver key for the one door you need to go through. So one could either follow through with the dungeon, or stop in the middle of it to trade the dungeon-loot against the camp-loot, which is normally not a good deal.
Two, dungeon size. To fit with todays tastes, I'd say any map or dungeon should not take more than 15 to 20 minutes to finish, 30 mins at the most. The crystal cave is definitely too big already.
Three, spells. At lvl12 I could not yet try out Speed and Poison Cloud. Round Kick feels good the way it is, also the Protection Aura. Power Strike, Fireball and Lightning strike look nice, but are fiddly to aim, what with the preset distance and the need for the exact angle. Idk if this game is to appear on consoles, so my suggestion might not make sense, but while we have the mouse-cursor in play, couldn't we use that to aim the spell? Freeze I like a lot, although due to the bugs I can't say if it is balanced well. Tornado definitely is not balanced well the way it is. I had it at level 3 when I tested it, and that's kind of shooting a sitting duck. Maybe add a bigger knockback, so monsters need longer time before they stumble back into the effect. or increase damage, but add the effect of the light-circle, so that they won't keep walking into it repeatedly. Being able to stand inside the tornado unharmed and wait for cooldowns to refresh is already very strong,
Four, the longer I play, the more I feel that the toon is a bit small for the size of the screen. I have no clue about art and design, that's just the way it feels to me personally.
I dont play Quest Hunter with the view i am playing a kids game, i view it as a game i like playing. I also watch plenty of horror films yet can get as much enjoyment from them as watching a wildlife documentary.
Ill leave this thread at that. :)