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Demo feedback
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Slug Camargo
Well, you caught me with the concept of absorbing fears and having them manifest physically. The first example, to be honest, was a tad underwhelming -a run of the mill boss fight-, but I hope the next ones will mix things up. I see a tightrope-balancing mini game of sorts in the trailer, which I assume will be related to vertigo, and I'm interested to see how that will play out.

Also the thing with the wolf/branch hallucination was quite clever, and I look forward to see more of that kind of mindgames.

ANYWAY! Here's my inevitable feedback shopping list:


  • First off: Please work on implementing button remapping asap. You have a bunch of demanding mechanics going on, and that needs the player to be extremely comfortable with the controls' layout.

  • I usually dislike overly obsequious information pop-ups, but this game is in dire need of some basic tutorials. As it is, I had to go through quite a few game overs just tofigure out the mechanics on the fly. Learning by trial and error is far from ideal.
    The combat needs quite a bit of love, especially if it's gonna be as prevalent in the final game as the demo would seem to indicate:

  • Movements are way too slow and way too clumsy. The recovery time after each swing of the sword takes forever.

  • The "turn around" system feels rather awkward, especially with how slow it responds to the button press, and how often enemies will pass through the character, requiring a quick repositioning. I understand you're going with a step/relay fencing combat style, and I appreciate that; but I feel that a lock-on system would be a better fit and would feel more responsive, while also liberating a controller button.

  • When the character has the sword out he can only slow-walk. This works fine against human enemies, complemented with dodge-rolling and hopping; but it makes the fight against the spiders a pain in the neck, since they move way faster, and punishing the big spider after it comes down borderline impossible.

  • Speaking of which, I've never experienced a boss fight that was made better by the inclusion of tiny annoying cannon fodder adds, and this is no exception. Plus, the small spiders' behaviour is all over the place: They just attack chaotically without rhyme or reason, sometimes just jumping on top of each other, which can turn each attempt into a borderline coin toss.

  • Finally: I do not like the voice acting. I assume it's either AI generated or extremely amateur, and in any case the voices have no personality nor do they succeed at conveying believable emotions. On the contrary, particularly during the most intense moments, these voices as they stand rob the dialogue lines of any impact, they come across so flat. I feel you're going for a serious tone with the game, and at this point it'd be much better served by not having voices at all.

Finally: Can you expand on the metroidvania aspect? Nothing of the sort is seen in the demo, and I can't imagine how this style of game would work with traversal skills or ability gating.

Whatever the case, as I said, I'm intrigued about the concept and I will be following the game's development. Wishlisted!
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For anyone reading this...
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Lets play Peak
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NXMELESS_0
8
Banned
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Blitz053697
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Why does everything we build look dilapidated?
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lockwoodx
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Ranked Mode
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在「ARK: Survival Evolved 綜合討論」討論區內
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Game freezes on menu screen and loading taking too long even on NVMe
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Bets.Bets
目前顯示第 1-10 項,共 292,992,440 項