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I left a short video of a play that I just did of the first level and the second until I died. No comments, just gameplay Click here in case you want to watch it[www.twitch.tv]. At the end, it lags really bad, but we are still setting things up. Still enjoyable, imho :)
As soon as I fully test the channel and the stream quality, I´ll start commenting, etc...
Answering to your questions...
SANITY: We want to leave sanity meter as it is... I mean, not that visible. Sanity is such a subjective concept, but putting a bar in the interface would be really mundane and mainstream. In our opinion, it feels really dark having just that red warning in picture of the character, and the fact that starts gibbering and saying random phrases when she/he is about to lose it completely, works pretty well. Additionally, we will add a sound effect everytime that the character loses or gains sanity, that will help the player to understand how close is to become mad.
I see someone losing sanity here... :P
Myself Im double minded here. On one side, I know the feeling, and even roguelikes like Binding of Isaac have a special door for the bosses... On the other side, ain´t that cool not knowing what´s behind the door number 2?
Mines are tricky but very powerful, but so are the explosives of the detective. You don´t want to throw a mine, if you know that the enemy is next to you, right? But... against solo bosses, they work like a charm. Get your distance, throw several, lure the boss to your position and see it go BOOM!.
No checkpoints in mid-level. Go hardcore :) Now seriously... I know the feeling, but look at it the other way. In the pure Rogue-likes, when you die, you die, no matter what level you are, and start from zero. Here, at least you have the restart, to continue from that level, and the Strange Place to keep items...
When you play several times the same level (believe me) you start understanding the structure, and even know where the boss could be, where can be a mortal room, and an easy one, and you can play a location, almost as if you knew the map before hand.
:) I so much like reading your posts... Thanks a lot again!
Yea, the mine was funny, first time I used it, I was 80% sure it'd get me the way it did, and there was nothing wrong with it. It was a perfect example of next time, I know exactly when to drop it time-wise.
Boss rooms.......in that case...so the reason why I brought it up, is because in the detective's first level, and I keep saying that because it's the first experience a player has with your game, you tread very familiar ground: kill baddies, get key item A and B, (squid and anchor, if you get to the door first it doesn't matter because it's obvious what you need), and then fight boss. Standard gaming. Hospital (detective): kill baddies, find huge sealed vault door, assume it's like the first level, that's the boss room, and then bam, screw you Calin, the boss was in a random one lmfao. That's the only thing, I think the mansion sets up expectations about mechanics that're inconsistently followed.
Kinda like I'm gonna say below (cause I wrote that first lol) f***it, in that case, even random-er boss rooms is 200% a difficulty gimmick I support, unless they're gonna need some kinda gimmick item from the level. I kinda like the idea of "room 2? Yea, it's boss o'clock." (Because the next seed is new).
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Here's a thought about the sanity then. I dind't realize the red flashing was THAT. I thought it was like status effect or something, maybe a weird health pop-up, and here's why: the player starts with the detective, who unless I'm mistaken, doesn't face as many sanity dangers. So in this case, it's even worse I think, because all I care about now is making sure I choco up ONLY when the red flash happens. Cause since monsters don't do sanity damage (like they kinda should imo....now that I think about it....) I know that the only time a presumed sanity death (which I'm still only assuming is a thing mainly because I heard it somewhere, I've never gotten one) is a problem, is when the red flash happens.
So hide the flashes too. I'm tempted to say hide the tendrils, but seriously, f*** it. Can they spread around the inventory? Just a subtle purple thing, here and there. I don't have a good clear idea, but going with your philosophy: if you want that creeping sense of madness, I think even the way y'all show it now is too obvious.
Replace with a scale of 1 - 10 (for example) and have a set of things the chars all say, just LIKE random mutterings. For example:
I'm gonna use [0 as Sane] and [9.9 as one thing away from...what, death? as the system works now.).
Lvl.1. (Sane, mundane observations about the epistemological, like, natural observation, Plato science things. "Grass is green.")
- This mansion feels drafty. / Cheap looking doors for a rich guy. / My old friend had such good taste in plants.
Lvl 4. (Worried [barks start to be class specific]).
- Good thing I have some more ammo (please use accurate gun language) / A switch here, a calibration there....it'll work, I'm sure..... / {haven't played witch yet, don't know tone} I hear you spirit, though I wish I didn't....
Lvl. 7 (Frightened)
- Ugh...jammed again....what was that sound? / Wait....the math is right....no.... / If you won't hear my call, I'll have to yell louder! SPIRIT!
Lvl 9 (Near mad/paranoid)
- Gotta keep goin ftaghn.,..Legrassee..THAT DEMON..... / I don't care, they CAN ALL BURN!!!!! / {the witch and ghoul at this point should gibber, I don't know squat about the thief? I'm not even sure that's the class.}
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Having multiple barks per level of sanity will keep the player guessing after awhile, cause seriously, if they're well written, I'm not gonna wanna wonder if statement X means 6 snaity or 7...I'm gonna be like "uh-oh...that sounded ominous" to "crap...that sounds real bad....". As it stands, I check the inventory every now and then to see if I need chocolate, that's about it for sanity. Need chocolate? Eat. Don't? Check later.
You don't need fancy effects like that one game for the Gamecube...forgot the name, it bombed cause that was the gimmick. But it's underwhelming right now...I'm curious to see how it'll impact later builds.
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I don't know if it's feasible, to write the code for barks like that, but if you'llforgive me for armchair designing, it's all y'all's if it helps. That's what I loved about Darkest Dungeon, they said some dreadfull things sometimes, without being like....edgelordy and cringey about it, if those translate well. You'll lose younger folks for sure, although Lovecraft wasn't considered too serious of a writer even in his day, but your core audience seems to be literary fans?
I'm glad the posts are both enjoyable and helpful, I got a lot of time on my hands waiting for an interview reply this week and a light court schedule lol, so I got lucky and have a buncha time. I'll try and get to the witch and see how she plays.
BTW, it sounds like a shill thing to say, but I wish I had more FB posts from y'all to share lmfao, the pics are awesome, and the passages are apropos lol.
- Whoooa whoawhoawhoawhoa. Blue slimes? Dafuq? Y'all are tricky, I like it, hope to see more similar type of enemy tricks. For a second I thought it was a glitch, that's the idea, madness. Won't be more explicit, it's a small reveal but it screwed with me for a second lol.
- the boss fight in the hospital is INCREDIBLY tight. In the balance sense. This time, and I'm currently on my second consecutive playthough with the prof, I died too quickly lol. However yea, everything about it it timed great, the instances of boss movement vs reload time (unmodified weapon) vs attack patterns seeming random, all well done.
- I had an excruciating choice to make. Got golden bug(-ed) out the room, and then I had to go back to the store. (Which I knew was gonna spawn next to the other one, so it didn't seem like sloppy coding/RNG right, that was good, I had a strategy.
1. The boss does acid or posion damage.
2. I have 10k "money". Doesn't matter what kind.
3. Do I buy mines, or the weaker medkit? Neither is particularly key, the fight told me attrition was the problem, so I needed both survivability and damage.
I bought 5 of each, but you know what? I had to sit and think about that choice for a split second. It was fun. I hope the rest of the planned interactions feel the same, it's a lot of pieces to fall into place, but if you need an example of where basically literally everything y'all have been incredibly nice enough to tell me about the design philosophy, I think this moment nails it verbatim.
If this is what your game can feel like in EA, I'm excited.
EDIT: Hahahahaha the prof blows himself up when he dies of "magic damage" lmfao
Thank you for the feedback.
Many things that I have read here are not devoid of common sense and we will discuss with the team how to make the most necessary of them.
Stay tuned for updates.