Hi,
First of all, I want to say that I really enjoy the game. Both the graphics and the storyline, as well as the gameplay, are excellent. The comments I am about to make are things that bother me the most (they’re not necessarily major flaws in the game). I eagerly await the full version and am curious about how you plan to develop this title, as it looks very promising for an Early Access release.
- I’ll start with the thing that disappointed me the most and I believe it should be changed because it is simply ridiculous. I’m referring to the current use of “Plague ichor.”
I defeat the first major enemy and then learn that I obtained the mythical “Plague ichor” from him. Then I’m told that with its help, I will gain access to the great power that lies dormant within me. And only the oldest sage can prepare the elixir for me. So I go, drink the elixir, and I burp. And thanks to that, I can now wear one more ring… Well, I really feel more powerful now… While this “upgrade” does actually increase my combat value somewhat because the rings enhance my stats, the subsequent upgrades (increasing inventory or backpack slots) do not.
For me, this is currently the weakest point of the game in terms of narrative. It looks like someone came up with the idea of a great mythical “Plague ichor” but had no idea what to do with it, so he decided: “Hey, let’s make life difficult for the players. Instead of letting them use all the inventory and backpack slots from the start, let’s limit it so that it’s inconvenient for them. And later, for defeating significant enemies, we’ll give them access to what they should have had from the beginning, and they’ll feel stronger.” So for me, this makes no sense. I don’t feel empowered; I feel like I’ve just removed a penalty that I was given before I even started playing.
What could “Plague ichor” be used for? To actually enhance our hero. For example, at the end of the EA content, we reach an altar of the gods. We could offer it there and in return develop/activate specialization trees. For example, I could activate a strength specialization tree and, by following this development path, add to my build things like: better strength scaling on weapons; translating multiple required strength points for using weapons into faster attack execution; the ability to use two-handed weapons in one hand when reaching multiple required strength points; etc. There are really a lot of things that can be included here, giving the possibility to build characters in many new ways. Such specializations could be based on stats or specific weapon types, or simply named in some way (e.g., Warrior) and provide various stats to choose from.
I don’t know what utilization of “Plague ichor” you have planned for the later stages of the game, but in its current state, I would prefer it not to be there at all and let me to start with access to all inventory slots because after unlocking the second ring, this “Plague ichor” adds nothing to the gameplay and have no value for me.
- Teleportation is only possible to the last whisper. I don’t understand why this would make the game better, but maybe there is some sense in limiting the whispers you can teleport to.
A more reasonable limitation would be to allow teleportation to just one point per area, located somewhere in it’s central and designed to provide shortcuts to other locations within the sector. Since you offer daily missions, don’t force players to choose between, completing missions in one sector to gather resources and not activating any teleports there, because they want to return to where they were in the story, or activating a teleportation point but then having to run back to where they were in the story. Either way, as a player, I am forced to run around and waste time. And for me this game should be more about fighting than runing.
- The limit on the number of markers on the map.
Why did you restrict them to 12 per type? Since this game is partly about gathering resources, why can I only mark 12 of them on map?
- The interaction space for choosing actions with items/NPCs.
Sometimes it’s hard to position yourself correctly to interact with an NPC, open a chest, or activate a whisper.
For example, when I’m standing on a teleport, I expect to be able to activate it, but usually, I can’t and have to move away from it and then position myself close to it but not on it.
Sometimes, when standing right next to a chest, I can’t open it for some reason and have to move away and approach it again (sometimes two or three times), and the same issue occurs with NPCs.
- Backstabs.
Sometimes I feel that the ability to land a backstab is delayed by a fraction of a second. It seems that after positioning myself correctly for such attack, the game needs an extra fraction of a second for the attack to register as a backstab rather than a regular attack.
- Please add a deadzone adjustment for the controller in the settings.