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The only problem I have is that players have to constantly switch weapons for different puzzles/combat.
I think it would be better if instead of only equiping two weapons, let players automatically equip all weapons and change R1 (playing on a controller) into a *Weapon Wheel* which would let players change weapons on the fly.
This would significantly reduce the amount of times we have to go into the menu to change weapons. Hope you like this idea and can implement it in the future!
Last but not least, SUPER GOOD GAME DESIGN!!!
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Hi Aleks. Yeah, when I first got the Spirit Bow, I had a lot of difficulty adjusting to using the trigger and aiming with the Right Stick, and it felt cumbersome to use. Some thoughts and counter-thoughts:
Great game overall, really happy to see you interacting with players and taking feedback well. Best of luck!
The bow overall is neat idea and can be used for interesting combat moves or enjoyable for traveling around. But THIS CONTROLS OW WHY.
Maybe change aiming to be stuck on the place when you use spirit bow and aim at better angles with movement controls. Or maybe speed up ONLY straight shots, so spirit bow could be used on combat more efficently.
Using spirit bow in Father Amandil bossfight is REAAAALLY problematic and my first time with that thing was pure hell. When i met dancer in gardens, i didn`t even bother using spirit bow.
Hey maybe just change something about Father Amandil? Like walls would disappear after some time and you could just pass them without requiring locking one of your weapon slots with spirit bow.
And how someone said changing spirit bow all the time while you adventuring is not very fun either.
The game overall is very solid but the spirit bow is the only part that bothers me.
(1) - Once the bow is drawn, have it so all you need to do is press fire (X or RB) and it is a 'fully charged' shot. Also it costs no meter.
The right stick now moves and adjusts the arc of the shot left and right only, so just the X axis. If possible you can code it to simply auto-adjust the arc so it will land on the spot on the ground you want. If there is a ledge above other solid ground then have it so when you press up on the D-Pad or the stick it will move the ground marker to the higher/lower ledge.
I hope that made sense but in essence I think it should be that we don't need to arc or charge it ourselves and the game just auto paths to the selected spot on the ground.
(2) - Change the bow completely in the sense that now when it is drawn you get the same thing as the first idea where it is just a ground marker, but now there is no actual need to 'aim' it.
In this idea you instead get a silouette of your character (or a shiny spot on the ground, etc...) and move it around the screen. When you fire the bow it shoots a huge white glowing arrow upwards and you travel with it (similar to Materialize animation for Kilns) and then you get shot 'down' to your location and materialize there.
The only problem I can see with the second idea is some of the off-screen shots you need to make (i.e. Thornvale's entrance requires a shot or two that you can't see on the screen exactly). So perhaps in those cases the sillouette can go off of the screen like the arrows do right now and it is all just calculated. You can also flag this sillouette like the current bow to not be able to go through a wall or land on spikes and all that.
(Conclusion) - I hope I at least inspired an idea here if anything, and perhaps if the worst case scenario needs to be done you just rework the whole weapon as something new, like a whip or chain that you use. Just a random idea perhaps but hopefully you can work something into the game with the bow still there, I love it to be honest and have gotten pretty amazing at using it. Funny enough I enjoy it being challenging to use for some reason but do agree it needs some tweaking to cover everyone's taste.
-Swiggy
[Edit]
I totally forgot to also add that I agree completely with Novalex. I think a weapon wheel to change out your weapons is a great idea to be able to get rid of the menu navigation issues. Simply hold the button down and use the stick to select a weapon and upon releasing the button you equip it.
You can also think about grouping the weapons and leaving the menu as is perhaps. I have yet to unlock more than 5 so far, but maybe have the main and secondary weapons but create a 'category' for the puzzle-solving/utility weapons. Create a hotkey to swap to the utility weapon of your choice by usng the weapon wheel idea for those only. That way we can easily choose what we need at the time. I would also suggest turning this feature off for boss fights of course in order to keep it as intended and not be able to switch to every weapon seamlessly and cheese a battle.
It might be too much but a rebalance of the draw speed, arrow speed and arc angle might make precision playforming a bit smoother
My issue is how sharply it goes from small distance to maximum arc, often further or higher than I need it to be. There have to be sensitivity controls, and, personally, having it use such a short weak arc in the first half second or so isn't very nice. I might have to walk up to the light wall and tap the arrow through it instead of drawing it in challenging moments. Also, is being able to spam the bow button in melee for like five quick arrows and high dps intentional or okay? It is a big risk.
If QoL changes were there from the start, you wouldn't mind them. But fearing QoL changes messing with the difficulty is a dangerous misunderstanding of what the difficulty is supposed to be based upon.
Yah spamming bow on low range reduces it's damage. I agree with you on the speed of bow charge. I personally found it OK with mouse, and a bit tricky for some on controller. If you hold down the right stick while charging the bow, it charges slower... not sure if that was conveyed well with the "teaching" message. Despite all this, I definitely need to do something to make the bow more pleasant to use, increasing the minimum shot range and then slowing down the charge speed is quite possibly just what the doctor ordered... I'll try that!