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报告翻译问题
- I would suggest adding larger windowed video options. I would add 3x and 4x as a bare minimum, but ideally you would future-proof the game by letting people set it arbitrarily high. The biggest windowed option available to me was about a quarter the size of my monitor, all but forcing me to play on fullscreen. Fortunately, fullscreen looked fantastic, but many people prefer windowed and large monitors are very common these days, especially among people who play video games.
- The "split-flap display" animation (used on the main menu and pause menu) takes FAR too long to change options. It's a neat effect, but it makes navigating the menus slow and frustrating. You can keep it, I would just speed it up a lot—at least twice as fast, if not faster—to shorten it.
- The font used for dialogue is a bit ugly and clashes with the aesthetic of the game. It looks like Arial with anti-aliasing turned on. A clean hand-drawn pixel font, ideally one designed specifically for this game, would look much better.
- Also related to dialogue, if you skip through it too fast, you can sometimes see text that extends beyond the borders of the dialogue box. This looks a bit sloppy. The level of polish in this game is extremely impressive; it's because of this that these few presentation issues stick out.
- Breakable walls, once broken, should remain broken forever. It doesn't make sense for them to magically repair themselves, and the first few times it may fool the player into thinking they have discovered something new.
- In the shop, I would put the "Sell All" option at the far left. It took me a while to notice it existed, and access to it should be easy and convenient.
- The localization is a bit shoddy. Unfortunately I didn't take notes on specific lines as I played the game, but there's definitely parts where tutorials and dialogue are more confusing than they need to be due to what seems like a non-native English speaker writing the text.
- The experience curve is broken; even at the late game, it is easiest to level up in Stage 1 rather than anywhere else. The monsters in later stages are harder to kill, but don't give nearly enough experience to compensate for this. The ghost enemies in the last room before the final boss give just 2 experience! Unfortunately, I don't think there's any easy fix for this; you'll likely have to completely rebalance the experience system.
- There's at least one point in the game where a colored key from a later stage is required to open a colored door in an earlier stage. I believe it is, specifically, a blue door in Stage 3. I'm fine with collectibles that require abilities from later stages to collect, but it's hard to ignore the artificial, forced backtracking when it's something as explicit as a colored door requiring a specific colored key. Colored keys are a bit of a lazy design choice in Metroidvania in general—it's more enjoyable for the player to find a new move that opens up more areas for exploration than a key that only unlocks specific doors. But while I can deal with colored keys being used within individual areas, taking colored keys back to earlier stages is sort of where I have to draw the line and call it poor design. It would be more satisfying if this collectible was locked behind a unique puzzle or platforming challenge, or at least an upgrade obtained later in the game.
- It is a kindness to the player to leave an obvious "hole" on the map wherever there is a collectible they can't obtain yet because they need abilities the game grants later, so they do not need to remember the locations of all unobtained collectibles. The easiest way to do this is to design the room so that the exact square containing the collectible can't be entered at all without the needed ability. Smartly designed Metroidvanias do this—it's typical in the Castlevania games, for example. This isn't La-Mulana, and so I don't want to have to take notes, mental or otherwise, when I'm playing. Since the game has an auto-mapping system, it's reasonable to expect it to do this for me. I don't want the map to spoil the existence of hidden rooms, obviously; just make places where my progress was blocked by a missing upgrade visually obvious on the map screen.
While we're on the topic: The grid on the status screen that indicates exactly which collectibles you've gotten in each area is VERY helpful, and I wish more Metroidvania games did this—thank you very much for including it! For players using a guide to collect missed upgrades at the endgame, this completely eliminates guesswork about which collectibles are gotten and which aren't. The reason I suggest the game leave obvious holes on the map for unobtained collectibles is to improve the experience for players who do not wish to use a guide, or at least wait until the endgame before using one.
One more point on this topic: For the above-mentioned blue door in Stage 3, it looks like a solid wall on the map rather than a door, so the player is likely to forget where it is, if not forget about it entirely, unless they take notes or check a guide. Making it look like an ordinary door would be a significant quality-of-life improvement, but an even better one would be to display colored doors directly on the map. Metroid Fusion did this with its security doors. Of course, all of this is irrelevant if you take my advice to replace this door entirely.
anyway, onto requests... Please note, I haven't found everything in the game yet, so if I ask something you have already put in, I appologize.
Would like to have a red line on the minimap that shows where you have been. I have a bad memory, and while the minimap is helpful, when I want to go back to pick up collectibles I want to know what rooms I missed... thank you for allowing the holy sword to discover hidden rooms, by the way! Very helpful!
Not sure if it was by design, but being able to jump cancel out of the slide. Sliding seems to be a locked animation right now, and I want to at least be able to jump out of it. On a similar note, would it be possible to implement a dive kick when attaining the slide or as a separate upgrade? Just something to quickly get back down to the floor from mid flight while also acting as an attack.
Also for the slide... how about the ability to slide infinitely? Holding down and jump for a while to make her slide along the floor until it is let go. I would understand why if you decided to reject this, however. it would look a bit silly just sliding everywhere.
Is it possible to implement something that could speed sakuya up by 1.25 or 1.5 speed? just something to make her faster, because on my second run through, I really wanted to see how fast I could get through it. Something to speed her up, whether it be an ability or an option, would be nice.
I'm not even sure if it is feasible, but is it possible to add a koumajou densetsu outfit for sakuya?
It's probably in your plans, but something like a new game+. keep all your items and go through it a second time. And a new game+ hard mode, same as before, but harder enemy placement, different boss patterns, stuff like that...
playing as another character as well. Meiling seems like she'd be fun. or youmu, if that's possible. or possibly cirno.
And finally... I would love to play this on switch as well. I would be very grateful if you decided to do so!
I look forward to whatever additions you add in the future and if you ever plan to make a sequel to this game, I will for sure be buying it!
After Ver. 1.0, we plan to continue updating the game, with additions such as achievements, Boss Rush, and extra stages in which a certain special someone for whom players have been waiting makes an appearance.
Maybe the next castle as a DLC... Boss ideas so far include Tenshi, Alice,True Nidori, and Koumakan Sakuya. The true Nidori fight plays like before, except she has new abilities and is overall harder in her single phase. In the true final boss, the first phase is covered in red mist so you can't stop time at all.