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Vec

7
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A member registered Mar 08, 2022

Recent community posts

Just ran the extended playtest & the gamepad scheme cramped my hands a lot as I played through it. Wished the L2 was run as opposed to holding the interact button, would've made several jumps in the early game a lot easier to clear. Speaking of jumps, please add some sort of sound effect variety so the same high pitch jump noises don't feel annoying when trying to ledge grab from tall platforms. 

The vibes are there, but deffo need ironing out. Besides knowing who's talking amongst the core protagonists with the small icon on the bottom right corner, it's harder to tell who's talking from two or more NPCs when the camera cuts away from them.

Navigation outside the vault was rough, while there were good early sign posts & dialogue that tell you general directions on where to go, I found that navigating the inner city to locations such as the Guild, the player's house or what door leads to what hall within the guild compounded my frustrations.

Stopped for the time being since my hand was getting cramped from trying to run around whilst moving the camera in a claw formation. I did find some bugs pertaining frame perfect door openings alongside dialogue happening which led me into a dark void as shown below.

Other bugs include:

  • Trap walls springing after the enemies are defeated. (Thankfully they go away after a while, but I got trapped here after backing away from an enemy accidentally)

  • Unable to talk to the head guildmaster before the cutscene with the professor
  • Upside down question marks when prompted to activate certain gates when it's a mainly Spanish grammatical usage.

Just wrapped up the demo, pretty chill time. I'm so glad you took my advice to have motion blur be disabled in the settings. It really helped with moving around the small street section. I can see this game really open up over the course of the demo & that leaves me very excited to see how it turns out in the final game.


Thus far I've found a potential softlock with rabbit, if you stand too close to her when you give her cake, you can accidentally clip into her ghost form. Thankfully I had the Blue Water in hand so I was able to free myself, but that could've been pretty bad had I not bought it preemptively.


Two pieces of feedback I have are: 1) the run speed should be default movement speed while increasing the current sprint speed & that 2) the choice select screen takes a while to appear when prompted with a yes or no question which feels tad annoying when experimenting with different characters in case there's unique interactions such as giving rabbit a slice ofcake. 


Eager to see where this goes, best of luck with the development of this game.

Immaculate vibes here, excited to see how the game shapes out.

The game doesn't quite handle well when you unplug the controller. Had it launch once, the controller disconnected & now it refuses to launch.

Incredible artwork with a basic narrative with no proper build up to the "good ending".

When divorced from the context of OFF, the narrative jumps heavily from a lot of places expecting you to already know what these fan character's stories are right from the get-go. There's a lot of leaps & bounds with these character's narratives that aren't communicated properly through the dialog or why you should care for a good ending that's not earned in all due respect.

There are also several problems with sign posting in regards to the game design of this vertical slice demo. When you arrive at the processing plant, the switch you need to slip in order to progress blends with the background to the point it doesn't feel like you could interact with it (Not saying yellow paint that, but make it stand out from all the green). Another instance is when it's spelled out what you need to do when you run into Bandit, it didn't feel like a wink & a nudge, but rather the developer telling me what to do as puppeteer by the character of Bandit.

Outside of these points, the sprite work is pretty outstanding, Finch's sprites in particular are well silhouetted in my opinion. Though there's some cutscenes where the perspective leaves a lot to be desired, when Den is looking at Finch over the counter as he states: "NEED... SUGAR..." the counter & the barrels are placed so wide from each other that it hurts when I see it.

Overall, this is a good first game, a lot to iron out, but also a lot of good here too. Just a matter of iterating & fleshing out the game as more & more time passes. 

I was fully enamored with the logic puzzle heavy aspect that caught me fully by surprise too. Just being able to explore this garden full of flowers had me feeling extremely happy all the way through. Tons of outside the box thinking, several secrets to find & the character designs were peak love seeing these new fellas you've crafted. I was a huge fan of Willow even if I only saw them once at the very end. 

Hoping to see these folks return in some way or another, for now, I'll keep on playing to see how many flowers I'm able to plant. My highest is 729!

I've been playing through FREAKHUNTER on Steam & I've been having a lot of trouble in reading the map in the late Garden levels, specifically in 3-6 where the Mapper Pulsar is introduced. 

Will there be an option to add a fixed map option as opposed to a map that moves with the player? 

I've been loving it thus far & the game sparks that puzzle joy in my brain as I play along further. I'm gonna push forward in the meantime & see if I can finish it.