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Idbuddy

3
Posts
A member registered Jun 22, 2017

Recent community posts

Depends from what I saw if you went into the room without the knife then get it Rook basically says "been there done that" and it skips past.  I do know if you start a new game(go to load game and click on a new game slot) the scene plays as normal without stale words being uttered.

Figuring it might be a good idea to give something of a counterpoint but I'm not sure whether I had a recently updated version?(V2), If so then damn you guys work fast, or if I have just played a lot of games that pull trolly things because for the combat I didn't have nearly as much trouble noticing the color coordination. I would also like to point out I was playing on controller(ps4) and it worked fantastically. 

Since I am focusing on combat the most on this post I will do a quick pro con list that I thought of.

Pro's

-The simon says aspect(red dodge orange block etc etc) I really liked I felt it made me pay attention to what was happening rather than just blindly press buttons and pray. As such by the time the hangar fight happened I noticed the different timings for the different enemies(small medium and large) 

-Different enemies have different timings. I am honestly surprised this is in as early as alpha. Mainly because it gave the combat needed variety and I hope you guys further this aspect with the various enemies and not make it just a copy paste small, medium, and large creature timing. It might be a bit much but it really makes you have to learn the enemies and can give that extra layer of complexity to the combat system as it made me feel like I had to genuine do some on the fly risk assessment on if I should tank a 1 point hit or try for a perfect from the small drone in the last fight where I could hit perfect every time with the shield bro and the regular security droid. 

-The active crit system for melee.(this is a plus minus)  as it made another risk reward system for the all or nothing damage aspect and again anything that makes a player keep paying attention in combat is a good thing in my mind.

-The practice system, Didn't use it, though I should have, just the fact that there is something to practice with is a god send

-INTERRUPTS OH THANK THE GODS I seriously loved this aspect, timing to hit an opponent while they were prepping to swing made that final fight so much more bearable and again deepened the risk reward system I am loving form combat(i.e. should I swing now to mess up his swing so I can hit more or play it safe and try to dodge/guard after I hit) which leads to

-The guard/dodge system still worked when you biffed an interrupt attack, or at least that what it seemed because I had too many moments where I was trying to go fancy missed the crit chance but was able to click the proper defense. I honestly think it's a perfect addition.

-FP gains. I honestly feel this is the cherry on top of the system, having crit hits also restore a focus point per is a nice system. It rewards skilled use of the assets and I feel when the player gets control they are going to be able to bust out important skills and just about replenish a good bit of their bar on the following turn.

Con

-The menu system. This is more of an adjustment stumbling since combat and dialogue uses the buttons the face buttons instead of a more traditional system and I can't think of anything that can be done to improve the combat menu as you guys already have a color coordination that would match a 360 controller, it might be worth doing something similar to the dialogue options

-The skills I know you guys have it to where the status window allows you to read up on skills but about the only ones I could get to work properly were all of bud's, the bash skill, and the dash skill...kinda. The problem I found was there was no real beginner indicator on exactly HOW the individual skills get executed such as bash having to have the button held for as much of the green segment as possible before letting go(I messed that one up so many times for the final fight and it suuuucked because that skill can instantly get rid of the shield bros defense) As for barrage and the dash I felt using the crit indicator to show when to press was a bad idea, at least for the barrage(the damage bonus to dash is imo a nice touch on top of it's utility so using the crit signal is just fine) but considering its multiple blows I thought a bar of some kind with various placed green spots would have popped up(i.e. each hit continues the attack but it ends on the first missed green bit) and it essentially led to fumbling my skills WAAAAy too much for my own comfort(I know being skilled is a part of cancelling at this system) as they were just very unfriendly to new players.

-Nothing telling you you can move PAST enemies in combat. Literally the only reason why I figured that out was because the final fight had shield bro do it to get rid of Bud because he was the only one doing a consistent 4 damage and he got tired of it. Granted it's an "advanced tech" but just knowing you can do that changes the strategy for the last fight dramatically since if their formation is right you can hop past 1 unit to take out the gun droid to make the fight a little easier and take out their healer as well.

-The crit system. This is where the negative,for me at least, comes in and it's specifically for melee. I'm not sure if it was me not being used to the system but I felt the crit window for melee attacks to be unforgivably short. It DOES make sense because range has a more limitations on damage but considering this is an rpg I imagine there will be more melee weapons and guns so I would be totally cool if there was a variable crit system(meaning some guns and melee weapons have better/worse crit windows) in which case I would chalk it up to the MC having a crowbar and not a knife which I am assuming is his preferred weapon from the dialogue earlier in the game.


And that's it for combat. I know the con's seem bigger but I was giving more ,hopefully, constructive criticism on how to ,possibly, improve the perceived problems.  If I had to end it with anything else I would say Loving everything else so far love the vibe and the atmosphere and can't wait for future updates. And I would request not doing a dialogue tree like mass effect. Fallout 4 is the exact reason why that is terrible on almost every level

I think I am an outlier because I had no problems noticing the valve. I thought the bright orange stood out, maybe change it to where it pops more?