Well, my note is that we either just head on keep it or remove it.
Cause it's going to make drastic differences to how the game plays.
Why do I say we should remove it?
1. It's bandaging, and not fixing:
So, basically it's good because items now don't run away from player right?
THAT IS ABSOLUTELY TRUE! I like that I don't have to keep chasing for items. BUT there are other ways to address this issue, such as:
- Making item movement physics less jittery, so they move less overall, and WATER/OIL don't blast them off as if someone launched them from a cannon.
- Next up, the COLLISION SYSTEM.
in previous versions at least, since I haven't tested demo 3 yet, items could literally move through blocks with enough velocity. mostly conducted by Old machinery, (sometimes if player falls down and loses consciousness, you'll find your items inside the blocks just bellow or next to you.)
- Items (for whatever reason it is) always feel too stiff when picking up.
idk how to address this one without causing more problems, but basically whenever you right-click on an item that's moving ever so slightly and slowly, it feels like you're fighting yourself not to pick it up. Sometimes it just feels so hard to grab things while they're on ground, and this has been an issue since demo v1, and it's a hard one to polish as well.
2. It's changing the FEEL of the game:
So, the main reason I was interested in this game is not because it's the Darksouls of survival games, and I wouldn't even call this a survival game to begin with. In fact, the difficulty is not even the main point of the game. It's more about how you gradually learn all these different things, traps, enemies, mechanics that killed you before, and get past them with mastery! That's the engaging gameplay here, and games that are like this often burn out the players before those players make enough progress to feel confident while playing the game.
The ATMOSPHERE is often what keeps players hooked in. Without it, and I'll be honest now, your game looks and feels just like any other and players WILL feel the urge to go play that other thing.
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As for the RED FLASH attack indicator, I know I will get used to it, but that first impression will feel rather gamy and lazy than a real artistic choice that was done because it was needed. and I mean this, because the game doesn't really need it, it already feels satisfying when you hit something and hear the Sound that is associated with it. the Red flash just feels extra.