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Post by pat0trick on Jun 18, 2019 19:01:24 GMT -6
Some thoughts after playing for a bit. The game is lacking in some explanation of mechanics and feedback to the player when certain events happen. In addition, the UI could us some quality of life improvements.
1. There needs to be more feedback when you level up. What does a level mean? I got one, did it improve something? If so, what? A simple overlay with something like "+4 hp, +5 mp" or something would do wonders for the game.
2. UI showing equipped shard skills on the gameplay screen. It would be good to know which shard I'm using currently at a glance. Icons associated with skills would be ideal, but I know those take time to make.
3. A way to know what the various stats are and what they do. Right now they are just meaningless numbers on the screen aside from attack and defense. How do they influence skills, weapons, certain attack types, etc?
4. A key indicating what icons mean on the map.
5. Equipping a weapon type and then quick-switching between them. Instead, have to jump through the entire list of weapons--and they aren't differentiated. It's a full list of ALL weapons, instead of grouped by weapon type.
6. Moving through menus is item-by-item for lengthy lists. Should be able to use either R/LB or R/LT to quickly paginate through options. Otherwise, pagination should speed up the longer you hold down a movement through menu button (up or down).
7. Swimming looks pretty stiff, the animation is the same for floating and moving forward at the surface.
Overall, however, these are minor quibbles and quality of live improvements. The game is fun so far otherwise! I'm enjoying finally getting to explore the world of the game, and visit many of the features the game offers.
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Post by pat0trick on Jun 18, 2019 19:03:24 GMT -6
Another:
8. Accepting quests from the town giver is tedious. Allow users to accept quests without having to re-engage the dialog with the person. Keep the quest list window open.
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Post by pat0trick on Jun 18, 2019 19:22:23 GMT -6
Another:
9. Allow users to equip healing items in "quick use" slots.
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Post by Deleted on Jun 18, 2019 19:35:45 GMT -6
1, 5, and 6. Nothing new/This is standard for Castlevania games. Go look at SOTN, you can't even auto arrange all that mess.
7. Absolutely agree
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Post by pat0trick on Jun 18, 2019 19:39:55 GMT -6
1, 5, and 6. Nothing new/This is standard for Castlevania games. Go look at SOTN, you can't even auto arrange all that mess. 7. Absolutely agree True, but SOTN is > 20 years old. There have been many quality of life improvements in game UI since then.
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Post by C. on Jun 18, 2019 19:48:39 GMT -6
I would say a couple visual passes for animation and polish, and please balance the shards more as you get data on the game. I think a lot of people would love if the game were continually balanced and we don't have mega cheese stuff in the game. Those are the two things I want.
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Post by Other Self on Jun 18, 2019 21:44:55 GMT -6
2. UI showing equipped shard skills on the gameplay screen. It would be good to know which shard I'm using currently at a glance. Icons associated with skills would be ideal, but I know those take time to make. 3. A way to know what the various stats are and what they do. Right now they are just meaningless numbers on the screen aside from attack and defense. How do they influence skills, weapons, certain attack types, etc? 5. Equipping a weapon type and then quick-switching between them. Instead, have to jump through the entire list of weapons--and they aren't differentiated. It's a full list of ALL weapons, instead of grouped by weapon type. 6. Moving through menus is item-by-item for lengthy lists. Should be able to use either R/LB or R/LT to quickly paginate through options. Otherwise, pagination should speed up the longer you hold down a movement through menu button (up or down). #2 and #4 Once you get the Shortcut Shard it let's you quickly swap between loadouts, and displays Shard names.
#3 The loading screens straight up say that Str = Physical Attack, Int = Magical Attack, Con = Phys Def, Mnd = Mag Def, and Luck = Drop rate and other things.
#6 Press Left or Right on the D-Pad.
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Post by pat0trick on Jun 19, 2019 0:51:03 GMT -6
2. UI showing equipped shard skills on the gameplay screen. It would be good to know which shard I'm using currently at a glance. Icons associated with skills would be ideal, but I know those take time to make. 3. A way to know what the various stats are and what they do. Right now they are just meaningless numbers on the screen aside from attack and defense. How do they influence skills, weapons, certain attack types, etc? 5. Equipping a weapon type and then quick-switching between them. Instead, have to jump through the entire list of weapons--and they aren't differentiated. It's a full list of ALL weapons, instead of grouped by weapon type. 6. Moving through menus is item-by-item for lengthy lists. Should be able to use either R/LB or R/LT to quickly paginate through options. Otherwise, pagination should speed up the longer you hold down a movement through menu button (up or down). #2 and #4 Once you get the Shortcut Shard it let's you quickly swap between loadouts, and displays Shard names.
#3 The loading screens straight up say that Str = Physical Attack, Int = Magical Attack, Con = Phys Def, Mnd = Mag Def, and Luck = Drop rate and other things.
#6 Press Left or Right on the D-Pad.
Thank you; the next step would be to make these more apparent. I haven't seen much in the way of loading screens.
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Post by Deleted on Jun 19, 2019 11:54:50 GMT -6
If Con is related to defense like the loading screen says, why is there also a defense stat?
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Post by purifyweirdshard on Jun 19, 2019 11:57:01 GMT -6
For #8, you can accept multiple quests at a time with using the Square/Attack button - I believe it's labeled as "set".
Healing items should function as is in the shortcuts.
The stats aren't explained, but they are identical to the usual Igavania stats.
@bloodymiri - Strength and Constitution contribute to your attack and defense. Those stats plus the attack # of the weapon = how much attack damage you do. Same for armor, your Con bonus + the actual gear's defense # = your defense.
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Post by akuwa on Jun 19, 2019 12:21:10 GMT -6
If Con is related to defense like the loading screen says, why is there also a defense stat? there's also an attack stat and though I haven't played the finished game yet (waiting for Switch) in the beta if you increased your STR it would increase your attack stat as well, likely the same for DEF and CON
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Post by legromancer on Jun 20, 2019 7:53:07 GMT -6
this games abolutely NEEDS an usefull manual or an entry that explains the STATS in the game. I have seerched for this on the official game site( which is a bad advertising site nothing more, compare it to something like the Diablo 3 site that has a useful game guide). I really don't know what things like INT or MND or CON really do. The first thing the game lets you decide is which equipment you use and it changes this abstract numbers but nobody wants to explain what exactly these do in the game. Or to give you an other point of view: this game is possibly the first Igavania that players can experience. Because, well there weren't many befor for known reasons. It has the potential to introduce players to this kind of game and so enventually let this new series flourish and grow. The game and everybody involved makes it uneccessary hard for newcomers to ,,understand'' the game. Just make an manual entry for the STATS or a tooltip that explains these things in the pause menu if you press a button/ move the coursor th the left or sonething. It's not that hard. There is absolutely no good reason to hide these meanings from the gamers WHILE playing the game. Look, we got this game made with our backers money. It was one of the Kickstartes successes. Now it has the change to grow and intorduce new players. Make new fans. The youtube coverage is minimal for this game, last time i saw it didn't exactly light the Steam charts on fire. I don't say that it is all becasue of this missing documentation. But let's see it this way: Someone has heard about this game, checks the official website and gets..not many infos about this game. He still buys the game. Oh, great, i can change my equipment, neat. It also changes this...numbers. Hm, i wonder what they mean..lets check the manual...and they find nothing about this. Later they find out that they can craft equipment with limited recources so they must make decisions...raise CON or MND...but what is the freaking difference? Maybe the check this forum, check for FAQs...write an support ticket to 505 games and they do not get an answer. Do you believe this new player will recommend the game to one of his friends? And now my perspective: i searched the games website for this info, searched this forum for an FAQ and already startet a thread about this. I really send an support ticket to 505 games. I got an answer stating that the game is also new for them and they have no such documentation. Great. Not even the publisher has information about the game's machanic. Please fix this. Don't make it hard for players to UNDERSTAND what the games tries to tell them.
Edit: yes i read that the STATS are the same as other Igavanias. But guess what. It should not be necessary to know previous games to enjoy this new game series. It is always potentially the first of it's kind to some player.
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Post by lammas on Jun 26, 2019 15:08:17 GMT -6
I guess I'll post my feedback here since there doesn't seem to be an official thread for it.
1. Buy weapons and craft weapons would be a lot better if they were in their own menu where you could switch by category instead of cramming them all into a HUGE list with all the weapons in it.
2. We seem to be missing 3 shortcut shards in the game currently and as it happens having just started hard mode I can't for the life of me figure out why I can't have any of these things right out of the gate. It wouldn't increase my powerlevel, it would just cut down on a lot of tedious menuing for switching weapons and/or shards to match the enemy weakness. Correct me here if those extra shortcut shards exist somewhere really well hidden but even then I don't understand not having any to start with.
3. In the same vein there is a minor "issue" that Silver knight can't be ranked up to 9 as there don't seem to be that many statues in the game. Again correct me if I'm wrong.
4. Quickload would be nice option to have in the start menu. Or some sort of a quick restart ability that doesn't involve going through the title screen. Going for the boss medals this time around and retrying the fight if I mess up something is so slow. I know it's a bit of a niche thing but I wouldn't think it would be hard to implement as a part of some other upgrade.
5. A super minor thing but having the katanas 270 degree (b,d,f,u) move come out if you finish with either u or uf would be great. Or having the rekkas come out only if you finish with f instead of uf. It's a cool move but having any mess up end up with you doing a rekka into the enemy feels really bad when I could already getting by a lot easier by just spamming my shards.
Also chaining the crescent flash into itself in a quick succession seems to end up having every other one of them just miss. I tried doing some fast kills of 8-bit overlord like this and every other slash just goes through his head with no damage. This is probably a bug but I'm not sure.
6. And finally something I don't expect will change but I have to say I dislike how pretty much the only good way of getting gold is farming this one enemy and then have a LOT of things in the game require gold to make, sometimes to the point of requiring 9 at a time for a shard upgrade. I think it's nice how it's a material that is not obvious to come by but then having so many things require it and it such huge amounts gets a bit annoying. I quite like farming but too much of one thing is not good.
7. Since I just remembered this: maybe drop a hint at where the aegis armor is hidden. This is the one thing I had to look up online because the whole screen where it is was already "discovered" and I got badly stuck there. You could have Dominique drop a hint about some high ledge or something after you get Invert.
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Post by Yän on Jul 8, 2019 19:16:11 GMT -6
Another: 9. Allow users to equip healing items in "quick use" slots. This is possible with the shortcuts.
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Post by aoanla on Jul 9, 2019 13:42:24 GMT -6
Another: 9. Allow users to equip healing items in "quick use" slots. This is possible with the shortcuts. Which you don't have from the start of the game. (And hiding useful UX things behind in-game collectables is obnoxious)
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Post by Yän on Jul 9, 2019 18:01:59 GMT -6
This is possible with the shortcuts. Which you don't have from the start of the game. (And hiding useful UX things behind in-game collectables is obnoxious) I actually agree with that. As a designer, I wouldn't do that myself. Just wanted to point out that there is a way to use quick items in the game.
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