Fell Seal: Arbiter's Mark

Fell Seal: Arbiter's Mark

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Loot Hunter Sep 10, 2018 @ 2:17am
A design oversight - Can't see marked tiles behind the obstacles.
It is especially obvious on "tall grass" map, however with water tiles it's the same problem. I can't see what tiles are marked or highlighted.

You need either to make highlighted tiles to be seen through obstacles like grass (so grass would become half-transparent when mouse is hold over it). Or maybe a separate top-down view needed in addition to isometric.
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6 Eyes Studio  [developer] Sep 10, 2018 @ 6:09am 
Tall grass: That map was more or less designed to be 'tricky'. It's the only one of the genre. I guess I'm not sure the 'tricky' part is working as well as we'd like or not.

There are other maps with small areas blocking the view of the tiles though, but I'm not sure there's enough to warrant a whole system about them at this point. Other than the tall grass, was it a noticeable issue in general? Which maps specifically if you remember specifics?

I don't follow at all with the 'water tiles' though. Water tiles are highlighted as normal and rarely, if ever, block your vision of anything.
FeralKitty Sep 10, 2018 @ 7:53pm 
Originally posted by 6 Eyes Studio:
Tall grass: That map was more or less designed to be 'tricky'. It's the only one of the genre. I guess I'm not sure the 'tricky' part is working as well as we'd like or not.

I liked the 'tricky' aspect of it, that it was purposefully difficult to see what's in the tall grass, and to determine if you're in the right spot to attack.

It's nice to have unexpected types of map challenges. Thanks!
Loot Hunter Sep 11, 2018 @ 1:53am 

Originally posted by 6 Eyes Studio:
Tall grass: That map was more or less designed to be 'tricky'. It's the only one of the genre. I guess I'm not sure the 'tricky' part is working as well as we'd like or not.
I'm not sure, I follow you here. Tactics game means it challenges your skill in tactics. If it's 'tricky' to make your tactical decision due to interface that's considered a bad design. Never heard about such things being intentional.

Originally posted by 6 Eyes Studio:
I don't follow at all with the 'water tiles' though. Water tiles are highlighted as normal and rarely, if ever, block your vision of anything.
Hm, maybe I mixed something up.

Still, there is another case:

https://steamcommunity.com/sharedfiles/filedetails/?id=1509327104
FeralKitty Sep 11, 2018 @ 12:19pm 
Originally posted by Loot Hunter:
Still, there is another case:

https://steamcommunity.com/sharedfiles/filedetails/?id=1509327104

That's been fixed in the recent patch. (Previously, there was no way you could jump into (target) the grave using the mouse, but it could be done using the keyboard.)
6 Eyes Studio  [developer] Sep 11, 2018 @ 12:54pm 
Originally posted by Loot Hunter:
Originally posted by 6 Eyes Studio:
Tall grass: That map was more or less designed to be 'tricky'. It's the only one of the genre. I guess I'm not sure the 'tricky' part is working as well as we'd like or not.
I'm not sure, I follow you here. Tactics game means it challenges your skill in tactics. If it's 'tricky' to make your tactical decision due to interface that's considered a bad design. Never heard about such things being intentional.

A design you don't like isn't necessarily a "bad design" ;)
Still, thanks for the feedback on this.


Originally posted by Loot Hunter:
Hm, maybe I mixed something up.

Still, there is another case:

https://steamcommunity.com/sharedfiles/filedetails/?id=1509327104
Ah, yes, indeed, that's been fixed in the last patch. Still gathering feedback from the community on this one, as it's a tricky one to handle with the 2D maps.
Loot Hunter Sep 11, 2018 @ 8:36pm 
Originally posted by 6 Eyes Studio:
A design you don't like isn't necessarily a "bad design" ;)
That's why I said "considered bad design". Meaning that this design is considered bad by me and probably these folks:
https://www.youtube.com/watch?v=ea6UuRTjkKs

You are free to make UI to challenge players, if you believe that's right. Just be prepared if many would find it just frustrating.



Originally posted by 6 Eyes Studio:
Ah, yes, indeed, that's been fixed in the last patch. Still gathering feedback from the community on this one, as it's a tricky one to handle with the 2D maps.

Again, my problem is that while after update I CAN jump into the grave, I DIDN'T KNOW that until one of the enemies did it. Because while I hold cursor over the spot there is no indication that I tile below ground level is accessible.
Last edited by Loot Hunter; Sep 11, 2018 @ 11:28pm
Snuggy Serian Sep 11, 2018 @ 10:27pm 
I found that video very interesting.

I didnt had any real problem with the Azure Fields. It just had cost some more seconds to get sure with the tiles. But i could also have just stay out of the tall grass and wait to let the enemie come out. That seems a tactical decision for me. Its not like that such maps come multiple times. Its just once.
The need to look a bit more into the surrounding cause its supposed to be a difficult one.
Its a experience in my eye.

I had that with the graveyard too, i didnt see any tiles and did take it as a convenient way to block off enemies. Until one jumped trough and also pushed me down there.
But that was entirely my fault. Ingame, and outside of the game.
I didnt even tried it before and there was not something likes "holes in the map" before.

I guess the difference is using a controller.
Or at least a keyboard sometimes. Dont think it is reasonable to just use the mouse for every part.
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Date Posted: Sep 10, 2018 @ 2:17am
Posts: 7