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(1 edit)

Thanks a lot for taking the time to write all this out, especially when you already knew this probably wasn’t your kind of game. This is super useful.

Two things I’d really like to understand better:

  1. If I cut the tutorial way down, what are the 1 or 2 things you actually did need explained before the first fight?
  2. On the agency side, was the bigger problem that you didn’t understand what your abilities were doing, or that even when you did, it still felt like you weren’t really controlling the outcome?

If you’ve got another 2 mins, I’d really appreciate you dropping this into the feedback form too so I can keep it with the rest of the playtest data. If you already did, thank you!

https://forms.gle/TgpNJp2bVzUuq8ea6

EDIT:

If anything, it’d be most helpful to know what characters you played. Right now, there are two characters in particular that are being almost completely overhauled. This is a very hard game to balance already 😅

(4 edits) (+1)

Sure, no problem!

1. The Controls page on "How To Play", plus the explanation of heartbreak and ring-out is probably sufficient to get started. Maybe emphasize whichever win condition is what you should be trying to achieve, just to give some direction to gameplay. Keep it simple. "Here is what you are trying to achieve, and these are the buttons you can press to get it done"

2. I played Ash, got a couple matches into a Breakneck run, but didn't finish it. I understood the LMB button, that one was straightforward and satisfying. I saw there was some strategic value for using it to force opponents off the ring (I think I did this once), but in neutral it felt underwhelming, like I bump into them real hard but it felt like little was accomplished.. Had no idea what RMB or MMB were doing, and didn't see a place to double check mid run. MMB felt like it was just "hit harder while active" which wasn't terribly inspiring. RMB... yeah... reading the description now I would have never figured that out, and honestly I have no idea when that would even be useful.

Oh dw, I filled out the form. (speaking of, I'd appreciate it if you could return the favor for our game if you didn't already, it's normally linked at the end of the game so it's kinda missable)

Regarding characters, if you have one that's intended to be easy to pick up and play, you should really emphasize that. I just picked the first character in the lineup without reading, I didn't see how I could make an informed decision before seeing gameplay so I just picked arbitrarily. I can't comprehend what an ability does in context before I've seen the combat. Honestly maybe lock all the characters except one until they've been beaten them in Breakneck, or some other condition. Risk of Rain 2 for example only starts you with the 2 most straightforward characters out of the possible 20ish to not overwhelm with complexity. If I were redesigning the gameplay loop, I'd consider removing all or almost all the abilities from the characters entirely, and just have those distributed as roguelike perks. Put all that together and you can truly make it "learn as you go."