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1. Early game thought: Ring-map should be rotatable in multiple ways, the most intuitive way would be to hold left mouse button and drag it. Clicking near it's left/right, arrow keys, A/D keys are also good candidates. It took me more than it should to figure out that you need to use the middle mouse button to rotate it (which is odd, scrolling up/down makes it move left/right), to replay old levels. Later on, when I unlocked the stones above the initiation ring, I realised it would not be as easy to implement keyboard support for that "world map", but some games manage to do it (keyboard+mouse menu controls) fairly well (GWENT comes to mind). I noticed that you designed the game to be playable with mouse-only, which is a great thing and the mouse controls were really good.
The level-selection map feels clunky in so many ways. Sure, it looks nice, but at the cost of usability. One thing is that the bottom ring can feel "jumpy". When you scroll in the bottom ring, it also moves on it's own, causing that ugly "jump" effect sometimes.
2. Currently when you go back to a level, it is already solved (or in the same state as it was when you left it). This works fine if you are working on a level and have to quit the game, but..
Imagine you are at level 40 and you want to go back to level 14. You click on the level 14, and it's already completed, you are given the solution. You CAN reset the level 14 if you open it first, go to menu and reset the level, but you are exposed to the solution for a brief moment and it's tedious to do. Levels in puzzle games should not be already solved when you load them, this game might not be very replayable (which is fine), but it's nice to go back for to think "how did I solve this?" or "Why was I so stupid back then?". I understand why you might have did it the way it is, if somebody is missing collectables in 14 part 2, why force him to complete 14 part 1?
Solution: Add a toggle in options "Reset the level before loading it." or "If the level is completed, reset it before loading it.".
3. Levels with parts, that are unrelated to each other. These could have easily been split into separate levels. Sure, it makes some levels look better (Ring - Square of Assembly[imgur.com]), but it doesn't really add to the game, especially if the levels were reset upon loading, which I strongly think they should.
There is next to no reason to join levels. Magma Gardens is a good example, it consists of 3 parts, which are not even visible from each other. During the 3rd part, I reset the level, to see if the initial positioning can hint me a solution. When I reset it, I had to do the 1st and 2nd parts first all over again.
4. While having names for levels is cool, it's hard to find a specific level. If somebody asks me what my favourite level is and I tell them "Hill of the chosen in the Initiation Ring" (it's not btw), good luck finding that level fast. Every level should have a numeric code as well, like "1-13 Hill of the chosen" Ring 1, Level 13. And yes, I know they do have a code! But the code is only visible if you click the "Show FPS and level name" option, which adds a lot of unnecessary text on the screen that makes it look like a debug/early_access mode. It's like having an RPG game with a toggle "show enemy health bars and current version of the game". Health bar is completely unrelated to the version of the game and should not be under the same toggle. I don't want to see the version of the game, frames per second. I just want to talk about a specific level and in order to talk about it, others must be able to find it easily, which currently harder than it should be. The debug-level-codes are also a bit inconsistent with the naming, if a level consists of multiple parts, it isn't always referred as to "2a 2b 2c". Level 0_02 is a good example here, that has multiple parts, but does not use letters. It's fine, it's just a debug-level-code, but once again, my point here is that every level should have some kind of easy-to-find numeric value.
5. Reset-camera to center should have a key binding. Spacebar or middle-mouse-button-click are common solutions.
6. The music sometimes stops and there is no more music until you restart or start a level. I also noticed the weird drum unfitting sound on some levels, somebody already mentioned it in other threads.
7. We need a way to read about all our discoveries. I want to talk about some objects, but I don't remember their names and there is no easy way to check what a thing is called. Also, it would be nice to read the story in one place. Please check out and read THIS ALBUM[imgur.com], that is related to this point. It also shows how nicely this game introduces you to new.. erm.. objects.
8. IMAGE.[imgur.com] When a light goes through a converter and stops, it can look weird. It's not a big deal and might not be an easy fix, but it just doesn't look right. The light should stop a bit earlier.
9. IMAGE.[imgur.com] It's impossible to tell the direction of mini-light-sources (LUNAs?), they look symmetrical, but their effect is not symmetrical. This results in situations like "oh, wrong way" and you need to rotate it by 180 degrees. It could have been closed from one side to make it more clear or had some obvious markings like » signs. It visually looks like light can pass through it, which is not true.
10. IMAGE.[imgur.com] Some small light issues, lights work super well in general, also I love how the light is amplified when it travels twice in the same line (no image for that). Can you please say something about that that 2_06, ETERNAL ISLANDS - GREAM DAM level? Those blocks are super awkward.
11. IMAGE.[imgur.com] Cells are collected even if you click in a location where it is, but it's not visible. This encourages spam clicking to collect them, which I'd consider a negative thing. The player can get cells without actually spotting them. I think finding cells was a super fun part of the game, but this doesn't matter - they should not be collected when not clicked directly.
12. Usually there is only one path, one level at a time. This means that if you get stuck on a level, you can get a bit frustrated. I think giving the player an option to play at least 2 different levels at a time lessens that feeling. "I have no idea what to do here, I'll just check out the other level and come back later". You must have thought about this, there are cases where we are given the option to pick a level, but it's too rare. At least some levels had secrets to unlock, so I could use that as an distraction from the main level.
(I get it, multiple paths are also more tricky to make, because you need to make sure that the player doesn't run into an object that he was supposed to learn about on another path.)
13. Imagine you complete the game, but you are missing like 2 secrets and 1 cell. you have no idea where to find them, which secret pillars you have already triggered. It's hard to tell even if you check it level by level, looking at the progress bar, the bar has to load slowly (animation) and even if you do that, you can miss it, because the unlit-part in the progress bar is often very small. It's not THAT hard to find, but it levels that are (or are not) 100% completed could have been indicated better, right now you have to click through every level icon.
14. IMAGE.[imgur.com] I had an instance of bugged hints, with no circles. I used all hints (don't judge, I hate defractors! Trying not to use hints, eh), then closed the level, completed the other Jungle level that I could. Then I came back to this level and all the hint-circles were gone, with "X" everywhere. After using 1 hint and ALL circles appeared correctly again. Might be something related to draw order?
15. Maybe hint revealing only 1 spot could be better.. I often don't want to check a 3x3 area, I just want to check if I'm on the right track, with revealing only a single 1x1 square. 3x3 area can give away too much information. I really don't want to use hints, but I don't want to be stuck on a level forever either (the fact that there usually is only 1 level you can play at a time makes it a lot worse).
16. Level editor, with option to share levels (steam workshop? XML? text files?) would be a great addition to the game. I know it's a very time-consuming thing to do and maybe it wouldn't even have all options.. I'm aware of all that moving-mesh-blocks, platforms, level-parts, triggers would be hard to add.
17. You claim that this game has Steam Trading Cards, but I didn't receive any after 16 hours of playing. Can you explain that? Are they going to be added or it's an oversight of some sort? I'm pretty sure it's up to the developers (you) to create and upload the cards and rewards, not Steam itself.
/edit: OK. We checked it. It's part of the music. It's possible that in the near futere there will be small updates in the music.
1. We have quite a lot of feedback about the world map. We plan to add some additional ways to use it (keys for example). Maybe in the next version (we have more important bugs to fix).
2. OK, this is nice idea (ask for resetting the level before loading it).
3. OK. We can't change this now (maybe in some additions).
4. You are lucky tthat You don't know how our editor and level construction evolved over time ;) If we knew what we know now it would be something similar like You wrote ;) Every puzzle would have a code, separate reset etc etc...
5. OK. We can add this quickly ;)
7. OK. The design is not perfect of course. Next time will be better. And it's very possible that we relese editor.
8. OK. We know this. It's a technical thing (and bugs must be fixed first...)
9. Initially ligt can pass through lunas, but we removed this because of unnecesary complication of this mechanics ;)
10. These are tchnical bugs (one one level-design bug - this one shoul be fixed ;) ).
11. Yea, we know this - but this is how our super physics-collision works ;) Fixing this is not easy actually.
12. We know this problem. In this game we will not fix it. But in the next one - we try to do this element better.
13. This could be fixed soon too.
14. OK. This is intentionally. Maybe we will fix this (but this is connected with some bug with hint system, so we need first hunt this bug ;) Hints are per whole level - even it has many maps in it - and there are problems from this reason).
15. We havd a lot of ideas on hints, and we ended with this mechanics. Next time there will be upgrades of this element for sure!
16. We think about editor. It needs some work and cleaning before doing this.
17. Steam Cards settings and images etc are accepted by Steam, so we assumed there is everythin ok. We will check this.
OK. Big thanks for so valuable feedback!! :)
Yes. Many games have a translation into Russian of achievements in Steams. Indie games too.
@Merry: There is no options for deleting Steam profile from Launcher (maybe we should add "Reset profile" button). But You can delete it manually (all current Steam achievements will not be deleted on Steam): just delete file: steam game local folder / local / profiles.prf . Note!!! All profiles will be deleted !!!