The Invincible

The Invincible

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Default Jun 20, 2023 @ 2:34am
Thoughts
Very compelling; as a fan of "Walking Sims", I'm definitely on board.

One significant criticism would be that you can lock players out of fully exploring an area when you have transitions they can't get out of (specifically moving between the destroyed convoy and the shield area, you move along a ledge and cannot then go back to the convoy to continue looking at things).

A smaller criticism, which I assume will be picked up on in QA, is typographical errors in mission dialogue - given the prominence of the text on screen, the one I saw was... hard to look away from.
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Showing 1-9 of 9 comments
ohiorice Jun 20, 2023 @ 6:49am 
Since it's a generic post "Thoughts", my first one is this:

How much - if any - replay value is there in this game. It would seem it might be a "one and done" game.

Do choices have substantial consequences or no matter what, you will reach the end of the game? Can your avatar die? If so, then what - a complete restart or ?

Thanks!
Orius Jun 20, 2023 @ 7:36am 
Originally posted by Default:
Very compelling; as a fan of "Walking Sims", I'm definitely on board.

One significant criticism would be that you can lock players out of fully exploring an area when you have transitions they can't get out of (specifically moving between the destroyed convoy and the shield area, you move along a ledge and cannot then go back to the convoy to continue looking at things).

A smaller criticism, which I assume will be picked up on in QA, is typographical errors in mission dialogue - given the prominence of the text on screen, the one I saw was... hard to look away from.


Completely agree with the backtrack-blocking. Especially when combined with a lack of ability to save, this gets very frustrating quickly. Never hard lock people out of the ability to collect more information, collectibles and content unless absolutely necessary. Let people explore!
Vulgora Jun 20, 2023 @ 11:41am 
Originally posted by Default:
Very compelling; as a fan of "Walking Sims", I'm definitely on board.

One significant criticism would be that you can lock players out of fully exploring an area when you have transitions they can't get out of (specifically moving between the destroyed convoy and the shield area, you move along a ledge and cannot then go back to the convoy to continue looking at things).

A smaller criticism, which I assume will be picked up on in QA, is typographical errors in mission dialogue - given the prominence of the text on screen, the one I saw was... hard to look away from.

Some of those invisible walls were designed specifically for the demo and won't be present in the final version of the game. If it comes to the typography, we will look into these errors very soon
Vulgora Jun 20, 2023 @ 12:19pm 
Originally posted by ohiorice:
Since it's a generic post "Thoughts", my first one is this:

How much - if any - replay value is there in this game. It would seem it might be a "one and done" game.

Do choices have substantial consequences or no matter what, you will reach the end of the game? Can your avatar die? If so, then what - a complete restart or ?

Thanks!

We created multiple endings and changing circumstances depending on player's choices in the game, both in dialogue and gameplay, so it's not a linear story :) If it comes to dying, there are no survival mechanics in the gameplay, but if you're asking if Yasna can get hurt in the story... well, I guess it would be a bit of a spoiler if I answered 'yes' or 'no' :LIS_butterfly:
Wizard.AF Jun 22, 2023 @ 1:09am 
Originally posted by Orius:
Originally posted by Default:
Very compelling; as a fan of "Walking Sims", I'm definitely on board.

One significant criticism would be that you can lock players out of fully exploring an area when you have transitions they can't get out of (specifically moving between the destroyed convoy and the shield area, you move along a ledge and cannot then go back to the convoy to continue looking at things).

A smaller criticism, which I assume will be picked up on in QA, is typographical errors in mission dialogue - given the prominence of the text on screen, the one I saw was... hard to look away from.


Completely agree with the backtrack-blocking. Especially when combined with a lack of ability to save, this gets very frustrating quickly. Never hard lock people out of the ability to collect more information, collectibles and content unless absolutely necessary. Let people explore!

Completely agree about the backtrack-blocking. I am very intrigued by the story and enjoying the smart narrative instead of another game spent constantly shooting and blowing stuff up (they are fun but feel repetitive and shallow at times). I don't mind the break from massive open-world games either or that I can't save scum.

However, it is IMPERATIVE that we be allowed to go back and explore in such a mysterious, data driven, and clue focused game. Unless a serious plot device has occurred making it illogical for the protagonist to backtrack we should be allowed to climb back up or down or get in and out of the vehicle to our hearts content. I absolutely love digging into every nook and cranny looking for what the devs may have hidden there <3
Last edited by Wizard.AF; Jun 22, 2023 @ 1:14am
Default Jun 22, 2023 @ 1:14am 
Originally posted by Wizard.AF:
Completely agree about the backtrack-blocking... I absolutely love digging into every nook and cranny looking for what the devs may have hidden there <3

The biggest problem I have with blocking players from going backwards is that it leads me to playing the game in a way which is far from ideal - concern that one way or another might close me out of content (especially in a game without manual save) tends to have me refusing to cross *any* threshold, or seeming-threshold, until I've explored what is PROBABLY a boring empty area completely.

It adds artificiality to the game, which destroys verisimilitude and is seldom done in the pursuit of anything positive for the game or the player.

I very much hope the developers can avoid it, here.
Wizard.AF Jun 22, 2023 @ 2:25am 
Originally posted by Default:
Originally posted by Wizard.AF:
Completely agree about the backtrack-blocking... I absolutely love digging into every nook and cranny looking for what the devs may have hidden there <3

The biggest problem I have with blocking players from going backwards is that it leads me to playing the game in a way which is far from ideal - concern that one way or another might close me out of content (especially in a game without manual save) tends to have me refusing to cross *any* threshold, or seeming-threshold, until I've explored what is PROBABLY a boring empty area completely.

It adds artificiality to the game, which destroys verisimilitude and is seldom done in the pursuit of anything positive for the game or the player.

I very much hope the developers can avoid it, here.

I hope they do as well (and thanks for the new word, verisimilitude). Once more I find myself of a similar mind. While I've come to love looking into the nooks and crannies you have me questioning my motives for doing so... Ideally I'd rather be immersed without the near paralytic sensation that I may be missing content and the associated loss of realism.
ohiorice Jun 22, 2023 @ 5:49am 
Originally posted by Vulgora:
Originally posted by ohiorice:
Since it's a generic post "Thoughts", my first one is this:

How much - if any - replay value is there in this game. It would seem it might be a "one and done" game.

Do choices have substantial consequences or no matter what, you will reach the end of the game? Can your avatar die? If so, then what - a complete restart or ?

Thanks!

We created multiple endings and changing circumstances depending on player's choices in the game, both in dialogue and gameplay, so it's not a linear story :) If it comes to dying, there are no survival mechanics in the gameplay, but if you're asking if Yasna can get hurt in the story... well, I guess it would be a bit of a spoiler if I answered 'yes' or 'no' :LIS_butterfly:
Good to know then it is not linear. Thanks for not posting any spoilers too :-)

Overall a few tweaks in the performance area - and perhaps a note in the demo about the backtrack block being there for the demo - and your demo would be tight.

I really do suggest you put notes or a splash screen prominently in the demo - otherwise a lot of folks will get frustrated, uninstall and never buy the game. Too many short-fused people these days :-)
Orius Jun 22, 2023 @ 5:54am 
Originally posted by Default:
Originally posted by Wizard.AF:
Completely agree about the backtrack-blocking... I absolutely love digging into every nook and cranny looking for what the devs may have hidden there <3

The biggest problem I have with blocking players from going backwards is that it leads me to playing the game in a way which is far from ideal - concern that one way or another might close me out of content (especially in a game without manual save) tends to have me refusing to cross *any* threshold, or seeming-threshold, until I've explored what is PROBABLY a boring empty area completely.

It adds artificiality to the game, which destroys verisimilitude and is seldom done in the pursuit of anything positive for the game or the player.

I very much hope the developers can avoid it, here.

Absolutely this. Ironically, this fear is what made me go too early into the side crevasse before the shield, because it looked as though it was "meant" to go forwards, and I was worried I'd miss a small detail in that small side area on the map. Which turned out to be a mistake.
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Date Posted: Jun 20, 2023 @ 2:34am
Posts: 9