Monomyth

Monomyth

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RatTower 4 lutego 2024 o 14:16
Monomyth Demo Feedback (2024)
Hi,

the demo for the February 2024 edition of Steam Next Fest is now live.
Please, feel free to share your feedback in this thread.

Best wishes,
Michael

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-Edit (13.06.2024)
Demo Version B5.0.2a is now online!

* Fixed white flashing errors in lower catacombs
* Added catacombs map
* Slightly reduced damage and radius of fireball explosions
* Ensnare is now a limited homing-projectile spell


-Edit (08.03.2024)
Demo version B4.0.4a is now online!

* Items can now be rotated in the inventory (Pick them up and press [R])
* You can no longer "slide" through keyholes or "glide" out-of-bounds after sitting down
* Money should now display correctly after loading a save state
* Added a transparency slider for the menu
* Implemented various UI fixes
* Player torches should be less blinding now
* The spellbook should no longer clip through the player's left arm on an FoV of 100+
* You can no longer crouch-sprint

-Edit (29.02.2024)
Version B4.0.4 is now online!

* The entire UI received a visual overhaul
* Inventory sizes changed -> I recommend starting a new save file
* Various bugfixes

-Edit (15.02.24)
Version B4.03c is now online!

* Added framerate cap option
* Added mouse smoothing option (experimental)
* Added tutorial text on theft
* Added instruction text on using the harp
* While setting objects on fire, the player no longer holds out an arm after a torch runs out
* Carried objects can now be placed or thrown with the "Activate" button
* Create food should now also create Queens Leaves

-Edit (11.02.24)
Version B4.03b is now online!

* Fixed a bug that would multiply items after combination with the environment
* Fixed a bug that would prevent players from uncrouching while being poisoned
* You can no longer use a vendor's items from their inventory
* Using items from containers should now work correctly
* You can no longer place quest items in containers
* Switching main and offhand weapons with a two-handed weapon while having a full inventory should now drop the objects instead of removing them
* Reintroduced delta correction on mouse controls
* You can no longer duplicate items by dropping them on special objects like gold in a container
* Dead bodies are no longer named "Containers"
* Quickslots are now hidden during dialogues and trading

-Edit (08.02.24)
Version B4.0.3a is now online!

* Focus & stamina depletion, respectively regeneration should work correctly now (this prevented some players from casting spells)
* Added Y-axis inversion for mouse controls
* Weapon fragility was adjusted (weapon damage on environments and dynamic entities was halved, for doors however it remained the same)
* The menu music's volume is now adjustable via the sound settings
* Corrected the text in the fire tutorial

-Edit (07.02.24)
Version B4.0.2f is now online

* Remapped input settings should now be saved correctly
* Added Quicksave/Quickload (Standard Mapping: F5/F7)
* Spell description now contain the required intelligence
* Hovering over a quickslot will display the item description
* Regular consumables (non-combinatory) can now be consumed from a quickslot via right-click
Ostatnio edytowany przez: RatTower; 13 czerwca 2024 o 12:56
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Zorp 6 lutego 2024 o 6:39 
Loved the first demo and was following the game.

HATED the new first sequence. The npc's are soooo weird and out of place, they really feel like asset store - well, assets. The sewer monsters are really buggy and the code 'puzzle' is kinda just annoying. Forcing the player into a half finished stealth section is not the best design decision imo

For a game like this i think npc's need to be unique and far between even though i appreciate what you were trying to do with them here.

The torch is kinda ugly and very laggy on my computer (i5 4690k ((i know)) and 1060 6gb)

The original previous demo area was great

And the mouse smoothing is going to put a lottt of people off
Ostatnio edytowany przez: Zorp; 6 lutego 2024 o 6:58
Blinky Dorf 6 lutego 2024 o 6:57 
Początkowo opublikowane przez Shrek:
Loved the first demo and was following the game.

HATED the new first sequence. The npc's are soooo weird and out of place, they really feel like asset store well assets. The sewer monsters are really buggy and the code 'puzzle' is kinda just annoying. Forcing the player into a half finished stealth section is not the best design decision imo

For a game like this i think npc's need to be unique and far between even though i appreciate what you were trying to do with them here.

The torch is kinda ugly and very laggy on my computer (i5 4690k ((i know)) and 1060 6gb)

The original previous demo area was great

And the mouse smoothing is going to put a lottt of people off

I agree with all of this, save the torch thing and the mouse smoothing, which will be fixed and addressed in future updates. The entire tone of the game shifted in a direction I'm not a fan of.
󠀡󠀡 6 lutego 2024 o 8:01 
Początkowo opublikowane przez Blinky Dorf:
Początkowo opublikowane przez Shrek:
Loved the first demo and was following the game.

HATED the new first sequence. The npc's are soooo weird and out of place, they really feel like asset store well assets. The sewer monsters are really buggy and the code 'puzzle' is kinda just annoying. Forcing the player into a half finished stealth section is not the best design decision imo

For a game like this i think npc's need to be unique and far between even though i appreciate what you were trying to do with them here.

The torch is kinda ugly and very laggy on my computer (i5 4690k ((i know)) and 1060 6gb)

The original previous demo area was great

And the mouse smoothing is going to put a lottt of people off

I agree with all of this, save the torch thing and the mouse smoothing, which will be fixed and addressed in future updates. The entire tone of the game shifted in a direction I'm not a fan of.
+1 to the tone shift. It's also weird that despite seemingly being bigger there's less reason to explore this demo? Once you get the Emerald Horn you don't have to go anywhere with it AFAIK - the previous demo gave you more reasons to explore each area of the map - and that entire poison fog area looked like a dead end to me. Also, does anyone know if it's possible to get past any of the magic barriers?

I don't get complaints about the code puzzle though.
RatTower 6 lutego 2024 o 10:44 
Uploaded a new hotfix (B4.0.2e) that should fix the Y-axis issue.
You will probably have to re-adjust your mouse sensitivity again.
Ostatnio edytowany przez: RatTower; 6 lutego 2024 o 10:45
PsyB0t 611 6 lutego 2024 o 11:16 
Died from the first enemy. Cool. Love those type of games:steamthumbsdown:.
KipTheOtt 6 lutego 2024 o 11:26 
Bug: I had a weird bug where my lockpicks vanished after I dropped them. What happened is they were in the fourth quickslot, I swapped some Harpy Root into that quickslot, dropped the lockpicks on the ground, and then the lockpicks fell for a foot or two before vanishing mid-air. They didn't seem to drop through the floor, it happened before they hit the ground.

Feedback:

Putting items into my quickslots was weirdly finnicky. I could only click on certain sections of the icon.

Mantling was kinda unreliable. It happened most of the time, but often just didn't. It failed most often with ledges that were either very high and narrow (like the wooden beams sticking out of the church area), or very low (like trying to jump onto a box but just barely not having enough height).

Spell scrolls should tell you the intelligence requirement for memorizing a spell. As it is, I ended up repeatedly testing out all of the spells I knew of every time I leveled up to see if I would be able to memorize the spell that time, and it was kinda tedious. If the spellbook just told me "Requires Intelligence 16" or whatever it would have been very convenient.

The starting area is weird and not great. The Serpent's Bastion itself is a great playground, very labyrinthine with loads of secrets, but the tutorial sewers with a forced stealth section are just not a good idea. Given that this is a demo meant to sell the players on the full game, first impressions are very important.

I didn't notice any quicksave button in the controls. You should probably add one.
Ostatnio edytowany przez: KipTheOtt; 6 lutego 2024 o 11:28
skacky 6 lutego 2024 o 13:48 
Generally I think the demo is great. I don't regret backing Monomyth one bit and am very excited for the full game. Some things I noticed:

- It looks like the items you put in your quick slots have infinite quantities; I was able to open tons of doors with seemingly endless supplies of lockpicks for example.
- Most of the settings reset on exiting the game for me, also FOV changes are taken in account only while in the game proper.
- Dying to the fishmen when under the effect of the fear attack causes you to still be under this effect when you respawn, though it goes away if you swing your weapon.
- I love that you've brought water arrows and generally the stealth mechanics from Thief but I think that dark areas are very difficult to gauge at a glance. I would probably make the shadows much darker in general so there is more contrast as well (and so that your torch is actually useful). This actually made the initial stealth section a lot harder than it should be.
- Like others have mentioned, weapons degrade too fast and torches run out too quickly as well.
- It looks like you respawn at the shrine that's the closest to your position when you die, while I was expecting to respawn at the last one I visited like bonfires in Dark Souls. I generally find this pretty confusing.
- I use the right mouse button to interact with objects and that closes the inventories when you loot some stuff if you're clicking outside of the inventory you're pilfering, but it also has the side effect of taking everything as well. Maybe the use key should only be active if your mouse hovers over the inventory?
- Is there a way to drop items instead of throwing them?
- I'd love to have a way to rotate items in the inventory.
- I'd love if there was a short description for the keys you can find, just to explain what they are and what they might open. Obviously most of them are self explanatory, but I found one deeper into the caves and I have no clue what it's supposed to be.


Some things I really really liked:
- The atmosphere is so thick you can cut it with a cleaver. The valley and the various grottoes are absolutely on point.
- I really like the magic system, even if I find having to equip the spellbook a bit awkward.
- All of the immersive sim elements are really coming together. I especially liked being able to burn down doors and wooden containers.
Ostatnio edytowany przez: skacky; 6 lutego 2024 o 13:52
Mango 6 lutego 2024 o 17:53 
Quick thoughts, its hard to know how strong enemies are, what durability items have, what is breakable, what is burnable, the help section for burning things has wrong input listed (said mouse 3 but was X despite not rebinding) also using the torch seems buggy and/or nonfunctional (destroyed torch way too fast to be viable vs just kicking), spells seem impossible to use, learning them is fun but makes scrolls seem useless. Ranged is most fun thing seen so far though hard to get more arrows(maybe make missed shots recoverable?). Insanely fun and will totally be buying even as is
Ostatnio edytowany przez: Mango; 6 lutego 2024 o 18:06
Is there no way to invert the mouse?
AlphabetHunter 6 lutego 2024 o 21:29 
Got a weird bug that made the game unplayable to me: couldn't adjust any of the sound settings. Game was loud AF and simply unresponsive to adjusting the sound settings.

I tried:
- Restart game
- Verify game files
- Check if I could change video/other settings (Yes, only sound was unresponsive)
- Restarted Steam

All without any success.
Daikatan 7 lutego 2024 o 3:10 
bug: sometimes you can teleport into a locked room when exiting "peek through lockhole" view.

edit:

bug: somehow i've turned 3 water flasks and 1 empty flask into 43 water flasks.
Ostatnio edytowany przez: Daikatan; 7 lutego 2024 o 3:22
Daikatan 7 lutego 2024 o 3:36 
Początkowo opublikowane przez 󠀡󠀡:
and that entire poison fog area looked like a dead end to me. Also, does anyone know if it's possible to get past any of the magic barriers?

1) i killed "boss" of poison area and that led to removal of poison fog, and then i got some key and also seen a door that is implied to be a way into new location (that is not in demo).

2) To get rid of magic barriers, you need to use item called butterfly dust or something like that; I found two of them somewhere. I remember that was same in old demo as well.
󠀡󠀡 7 lutego 2024 o 3:52 
Początkowo opublikowane przez Daikatan:
Początkowo opublikowane przez 󠀡󠀡:
and that entire poison fog area looked like a dead end to me. Also, does anyone know if it's possible to get past any of the magic barriers?

1) i killed "boss" of poison area and that led to removal of poison fog, and then i got some key and also seen a door that is implied to be a way into new location (that is not in demo).

2) To get rid of magic barriers, you need to use item called butterfly dust or something like that; I found two of them somewhere. I remember that was same in old demo as well.
1. Where can you find the "boss"? I suspect it's somewhere near the area with the 3 locked iron gates but I can't find a way to open them.
2. Turns out I already had the dust in my inventory, thanks. Can't remember where I found it either.
Also I have 10 athletics and sprinting seems to drain my stamina much quicker than before.
EDIT: Ok I managed to find the door out of poison hell.The stamina thing seems to just be a visual glitch, as I can still sprint after the bar fully drains.
Ostatnio edytowany przez: 󠀡󠀡; 7 lutego 2024 o 4:14
Daikatan 7 lutego 2024 o 4:57 
There is also special drink that makes you immune to poison. Called "???? oil", i think.

i was going from the inside where you can forge equipment (?) with hammer. opened left gate from it and went there.
HiJacked 7 lutego 2024 o 5:30 
The game is stellar, back when I played the first demo I already liked the game heavily, right now it seems like it shifted a bit in terms of approach and did become a bit easeir, which is fine, although I preferred the old style of mystery and the game not holding your hand at all abit more.
That said, I still heavily enjoy the King's Field feel the game presents, as it was in the previous old demo as well, with tons of secrets and atmosphere.

NPC's do feel out of place for now and seem to be a point of critique everybody is agreeing with, but I see them more as a proof of concept rather than anything else, as I don't think they will be like this in the release version.

A few other points of critique still hold, though:

1. Items break way too easily, this does make you play more picky in terms of who and how to fight, but also a restricts you in a clunky way, where you can just get stuck in certain combat areas without any way to continue because every weapon is broken, they don't have to be THAT fragile, in demo this issue isn't present as much, but food for thought for the release version and yes I know that you can repair your things, but still, I feel like its a bit unbalanced right now.

2. Un-nocking an arrow would be a nice feature to have, otherwise its a bit too easy to waste your arrows.

3. Combat is a bit rough, its way too easy to maintain your defense, as stamina, even without a single point leveled into it, regens way too quickly, and allows to easily kill every enemy, so really the durability system is the only real way of stopping you from killing everybody. On my demo playthrough I killed pretty much everyone, including Trystan group (mostly because I accidentaly hauled a bottle into his head), and it really didn't take much effort one I got used to the combat mechanics.
Also I have to note that casting spells is clunky as well, the buffer of casting multiple spells in a row is way too big and makes you waste your mana a lot of times.

Also, I'd consider switching the swinging model a bit, and making it more akin to Mount and Blade, where your mouse direction, instead of movement direction, affects the way you attack. But I also understand its made this way to make it feel more like King's Field, so really its just personal preference and the directional inputs don't really affect my enjoyment. The combat definitely needs more tweaking though.

4. Lockpicking is absolutely overpowered, easily the best skill to level up, it allows you unlock everything everywhere and considering that locked passages are present in abundance, there is just no reason to not level lockpicking. Yes you can also break some doors, but some you can't, and if the trend of putting locked doors everywhere continues in the full version, it will feel like a complete waste to not use lockpicking.

5. Not sure if its a technical issue, but unlocking framerate would be a very nice thing to have.

6. Mouse sensitivity is way out of hand here, it is borderline impossible to play on anything above minimal sens and even then its still too fast. More sensitivity curves would be appreciated.

7. Side note, adding a mantle mechanic, along with an ability to move all the objects around adds such a cool extra layer of exploration it feels absolutely amazing, I giggle from excitement everytime I discover a new secret, I love that the game rewards and encourages curiocity.

These are all points I have for now, I'll probably play through the demo a bunch more times to get a better feeling of it. Overall, I liked the game previously and I definitely like it even more, its more refined, works better and I hope the release is not far away from us. Good luck in development!
Ostatnio edytowany przez: HiJacked; 7 lutego 2024 o 5:49
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