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2º - The amount of ammo is fine to make the player have a constant worrying about getting dry of it, but enough to have something on the inventory. There are enough bullets to clear half of the mansion, you can create a safe way and move around without worries. Just killing the ones that block your path. All the zombies of the mainhall are avoidable, there a lot of space to dodge them that saves a lot of ammo for other unavoidable encounters.
3º - The bullets you need to dispose of a menace is just right.
4º - I've finished the game on normal two times. On fixed camera mode and OTS mode. OTS is more immersive but less terryfing, OTS is more easy though cause you can dodge enemies much better than in fixed cameras. But without doubts i prefer Fixed Cameras cause offers a better experience.
Aside from the desperate need to fix combat, other things I've noticed:
* Either give us another inventory space at the start of the game, or make the Knife not take up a slot, because right now, the need to juggle items at the start of the game is ridiculous. Resident Evil 0 wasn't this bad about it... and keep in mind just how badly that game was received for its reliance on "put an item down, then come back to retrieve it".
* The ability to combine a "picked up" item straight from the pick up screen instead of needing it in an inventory square first would be really helpful.
You've got the makings of something good here, but you need to get out of the Survival Horror killing pit. Clunky controls and poor combat breed resentment, not fear; remember that, and you'll go far.
Problems
-Some zombie and character animations can be improved.
-no map
-the knife is useless as a weapon (stun function?) or maybe i'm not good.
-Objects are hard to find with the over the shoulder camera.
My experience with this type of game might be somewhat atypical. I didn't play the old school RE games (or any other survival horror games) when I was young, and I only really discovered the genre was up my alley with the new REmake 2. Since it's release I have played several of the old school games (with REmake 1 being my favorite) so it's no surprise that I found this game to be a lot of fun.
So far I've done 1 playthrough on normal difficulty with the fixed camera perspective. During my run I found a few things that I wanted to give feedback on:
1. The user experience at the start of the game.
I had few issues with the start (I know this is something a lot of people here are bringing up in their feedback) but only because I encountered this game initially on youtube. I saw that the youtuber was basically unable to do anything with the knife and given that you only start the game with two inventory slots (and that you will probably need a lot of healing in the first 10 minutes or so) it feels like picking up the knife is a bit of a trap. Later on, experimenting with the knife I was able to bring down zombies without taking a ton of damage but realistically this involved juking the zombies attacks and then using the resulting window of safety to get a hit in and repeating this many times.
Realistically, if you're able to juke a zombie that many times in a row safely (which takes some practice) then there's no reason for you to kill the zombie with the knife because once you've juked him the first time you can just walk past him. I don't know if buffing the knife in some way was the answer because I feel like limiting the players access to offensive tools is critical in game like this (at least for me) but giving it to them at the beginning of the game will lead any new player to attempt using it which is going to get them killed right away.
2. Variable zombie speed.
One thing I noticed as I played was that any given zombie can move at a different speed each time you encounter it. Sometimes they would change speeds after being hit by a few gunshots, and other times it would change after leaving an area and coming back.
I have mixed opinions on this. From a horror perspective it gave me a few good scares when suddenly a zombie I had thought was way too far away to be a threat to me starts briskly jogging over and added some tension to rooms where I left zombies alive to conserve ammo. From a survival perspective this hindered my planning a lot. Typically I would try to leave zombies alive in a room where I knew I would be able to safely avoid them, but given these variable speeds I often found that some rooms I could only afford to keep zombies alive if they were at their regular 'slow' speed. This lead to a great deal of going back and forth through doors in some areas until zombies were moving at the speed I felt safe with (especially in the F1 hallway).
Overall I'm not sure that's a great situation to be in and perhaps I did it to myself by feeling like I NEEDED to leave those zombies alive - maybe I should have used the extra ammo to kill them where I didn't feel like it was safe - but I feel like my ability to strategically plan out which zombies to kill and which ones to keep alive would have been more enjoyable if the threat these enemies posed was more predictable to a player who had taken the time to learn how they work (IE: maybe the movement speed increases should be tied to gameplay the player can control or predict, such as when the player wounds a zombie).
3. Puzzles and Hints (SECTION CONTAINS SPOILERS)
So far I've mostly talked about combat but the reality is I didn't have too much trouble with combat on normal difficulty. I did die a few times here and there but most of the challenge I had with the game was figuring out the puzzles. Most of them just came down to paying attention to your surroundings and keeping track of interactive objects you found throughout the mansion, but a few of them were truly difficult to solve.
The puzzles specifically I would highlight for this is the solution to the red/blue book and the opening of the door at the end. It felt like there wasn't much of a line of logic for either of these and solving them came down to running around to every non-standard object in the mansion and using every key item that seemed possible until something happened. With the book puzzle specifically, it's pretty hard to tell what kind of object the case in question wants, and the fact that the red book doesn't work seems to confirm to the player that they're on the right track. The statue that you trade the red book for the blue book doesn't say anything about the book being important as in involved with a different puzzle earlier in the game so it seems totally reasonable that a player who: A. Didn't know the key item they need is a book and B. Didn't make a connection between the red book they have and the blue book held by the statue - would never think to try retrieving the blue book at all, much less think to trade it for their red one.
I think one of the reasons these were so difficult for me to solve was the very nondescript text interactions that are shown when you interact with these objects. If the case had a second description that said something like "It looks to be in the shape of a book" or something like that, then the player might have enough confidence in a book related solution to try looking for a different book after the red one fails to solve the puzzle. This is the same with the door at the end - even after using the crystal in the altar, the door just says something about it being a very strange door - not even mentioning that anything can be inserted into the two holes on it which honestly just looked like little windows on a mansions front door.
Another area in which text descriptions could be enhanced is the "examine" option for any given item. Most of them give the player no useful info about how the item might be used. While that's not out of the norm for a game of this kind, some items really warranted more explanation, like the 'evil signet' which just reads it's own name when inspected. I honestly spent more time trying to figure out how to use those two signets in this demo than anything else and had to actually seek help on this community to solve both the clock puzzle (because I couldn't see the kitchen clock in the dark AND it has no description if you haven't read the note in the main hall first which led to multiple encounters with it that didn't even yield a bit of descriptive text leading me to believe it wasn't part of the puzzle after all) and the statue head (although that ones on me for thinking that statue was just an RE 2 reference).
4. 'Alternative' controls for fixed camera perspective feel a bit off
I feel like I'm probably in the minority for using these controls - many players who like fixed camera angles are used to tank controls from the older games which used this perspective and while there are many players who aren't a big fan of tank controls I feel like many of those players are more likely to opt for OTS perspective instead of using fixed perspective with alternate. Having said that, as someone who learned how to player fixed camera perspective games on REmake with alternative controls as the default, it's the way I prefer to play.
It works well for the most part, but the main issue occurs when you move through a camera switch. The core of the issue is that the controls remain from the perspective of the camera which was active when your movement originally started until you stop your movement entirely. This is a bit tricky to explain via text, but if you assume I'm moving left on one camera angle (with my control stick held to the left) and during that movement the camera angle shifts such that I am moving directly towards the camera. To continue moving in the direction I previously had been, you would expect me to be holding my joystick down (to move towards the camera) but as long as I don't stop moving the direction of the joystick required to produce movement continues to be based off the camera in which I originally started the movement and as such I have to continue to hold LEFT on the control stick to move DOWN. Alternative controls in other games I've played (primarily on REmake) worked similar to this, but were different in that if you could ALSO convert your movement to conform to the current camera angle by changing the direction of movement, so in the example above, I could have continued to hold left to move down, but if I changed the joystick to point down then i would have converted to the perspective of my current camera and moved down while in this game I would have still been working off the previous camera angle and I would have veered right.
I also noticed some weird behavior when I walked really slowly over a camera transition - almost as if the game was conforming to the perspective of the new camera angle instantly because I wasn't moving fast enough to preserve the previous perspective. I only encountered this a few times though, so it could have been something I was doing wrong.
5. Miscellaneous issues
I had a few issues that were much less complex, and while I think most of these just boil down to the game being a work in progress I wanted to mention them anyway.
The audio ratio seems off in some ways - character voices are very very quiet (although there are very few of these in game at the moment) and certain sound effects (like floorboards creaking) are deafening. I like the sound effects in this game, but they don't need to be that loud.
Zombie 'adic vomit' animation was sometimes a bit off, allowing the zombie to move forward suddenly as if lunging without a lunge animation and then perform their vomit attack. In addition to being much harder to dodge than a regular lunge, it looks rather strange as the zombie moves quickly forward with it's arms at it's side.
A few rooms had very weird lighting (mainly the kitchen in B1) where certain corners were extremely dark for seemingly no reason. Perhaps this is intentional (dark rooms build atmosphere after all) but when it's so extreme like this it sometimes looks a bit off.
Double doors often seemed to only be accessible from the center. For the most part this is a non issue, but if I ran up to a double door and was on the right or left side sometimes I couldn't access it (and at one point this cost me a hit when a zombie was right behind me).
In some places the similarities to REmake seem a bit over the top. I loved all the references to the series I saw (Moonlight Sonata, the statue with the book/sceptre, ect) but specifically the main hall and the kitchen (yes I'm going to pick on the kitchen again) seemed like maybe a bit too much. Seeing a reference or taking inspiration from RE to make your game better is something I wholeheartedly approve of but the main hall is laid out in almost exactly the same way as the main hall in RE1 and the while the kitchen has a different layout the items you find in it are exactly the same as in the Chris playthrough. This wasn't an issue for me on my playthrough, but if these kinds of similarities happen a lot throughout the game it could start to feel like I already know where things are when encountering new environments and that would be a problem.
I plan to give the game another run now on Hard (maybe using OTS this time just to try it out) and can't wait for future updates. In case anyone is reading this trying to decide whether or not to try the game all I can say is that if you like RE 1, 2, 3, ect you will probably like this game in it's current state.
After few tries i found something curious, let me explain. Was using the walkthough video of Unforgiven to see how can optimize my playthough.
So want to ask you Unforgiven, few things if you have some time to spare. The questions would help me a lot to finish the guide and know if this things are bugs or just changes cause the newer version of the game.
-On the video you get more candies (points) for killing enemies. I know your video is from the version 2.0 of the game, and just asking if the dev team changed the amount of points the players get per kill.
Here is the comparasion:
Version 2.0:
Normal Zombie: 500 points
Big Zombie: 1000 points
Version 3.0:
Normal Zombie: 100 points
Big Zombie: 500 points
-On the video, when you kill an enemy using the knife you get some time, i think this is essential if someone wanna optimize his playthough. But on the current version on the game (maybe a bug) you only obtain time at the first minutes of the game. After a while you not get time after killing enemies with the knife. Can you explain me why? is confusing.
The game mode is fun and the shotgun feels good and well animated. I wonder how would work on the main game.
The physics of the coat of Alicia are amazing. The entire suit looks really cool to be honest.
Took me a while to get used to the different mechanics and new behaviours of the enemies. I had to admit was a bit confusing at the beggining. I was asking to myself: What i have to do? the candies add time ? Why the floating pumpkins disapear when i get close to them? That sort of things.
After few tries and long runs i get used to it. Infact readin the descriptions of the achivements was like reading a tutorial.
I think expanding the EXTRA MODE menu before start playing explaining the new game mode and the different mechanics would be nice for the new players.
Or just adding more information to the information scroll with the new details, the objetives or just different approaches would help a lot.
Maybe adding the typical TIPS on the loading screens would help to the people. On the main game too i suppose.
Just an suggestion that could be cool. On a post on the forums Unforgiven, you said something about adding more outfits to the main game and grant to the player the option to change it.
I would suggest add the Witch outfit to that future wardrobe. But i would include it as UNLOCKABLE. Maybe just playable if the player finished the Halloween mode and completed all the achivements of it.
Cheers to everyone!
We made this mode for Halloween and for all the people that could not wait for us to work on the main story. After seeing many people are not that much interested into this extra game "perhaps for not knowing what to do", we didn't looked into it anymore if the main story weapons update affecting it.
We see now people started to be interested into it, and we are happy to see this. We hope more people will record there time on the record board/compete with each other.
The extra game should be the same now, since we just fixed it.
Knife to give time all the time if killed with.
And points all the same as in version 0.2.0.
The witch staff should not give any time points.