So I’m just going to list off thing I found while playing, didn't have much time to play so didn't get far through the game but hopefully this is useful to y'all:
Suggestions
- Returning to the main menu shouldn't show the logo’s again, the logos should be only when a user first launches the game.
- When on the main menu for the first time, I feel the continue button shouldn’t be an option, as I’ve never made a save or played the game before, normally that would be disabled until the user had played the game once.
- The first cutscene is a bit odd as you are outside in the cutscene then somewhere inside when you start playing....
- The journal/read system text changes lines as its appearing. Try an alpha change on the characters instead and have the text set before hand, the jumping of the text is a bit jarring.
- It took me a while to realise I had to press E again to close the window when reading something, maybe add a prompt for this? or a close button?
- Grappling works fine, though I would make it more obvious when the player can grapple. Always assume the player needs hand holding, essepecially when showing new mechanics. Take a look at Persona 5 Royal’s grappling UI, that game has a nice prompt & audio queue happen when the player is near a grapple location as well as button prompts when they can grapple in the world UI.
- Water is never introduced as harmful to the player until they fall in. Yea the robot should be a give away, but maybe a bit of dialogue or something point it out when near some of it would be good, only has to be once to let them know, some people won't pick that up right away in the river area.
- Player death animations seem non-existent. Currently death is rather abrupt. I felt like there shouldn've also been a screen to let the player continue or go to menu or something. If not just a little loading screen instead of just ending up at the last checkpoint suddently.
- Performance
- For my system it was spotty at best, the interiors were mostly fine, but the outside was a bit of a struggle, some areas were okay others were not. Always worth playtesting on lower end hardware if you get some as you can assume better hardware will manage just fine if the low end can play it.
- GPU is an AMD R9 380 (4GB version), so take with a grain of salt if you're aiming for more modern requirements, its getting on a bit now xD
- For my system it was spotty at best, the interiors were mostly fine, but the outside was a bit of a struggle, some areas were okay others were not. Always worth playtesting on lower end hardware if you get some as you can assume better hardware will manage just fine if the low end can play it.
- Visuals
- The water outside felt like it was moving a bit too fast… it didn't look natural (when looking form where the first cutscenes plays, down in the ocean area).
- The grass abruptly turns to dirt path after the first grapple, it looks out of place.
- Some visuals just pop into existence out of no-where.
- The water outside felt like it was moving a bit too fast… it didn't look natural (when looking form where the first cutscenes plays, down in the ocean area).
- You can run out of ammo in the tutorial, maybe don't have this be an issue so the user doesn't get soft locked.
- Some graphics settings in the settings menu would be nice xD
- The menu UI looks okay, but in some places it feels stretched to me.
Bugs
- Subtitles are on by default when the toggle is set to off in the settings.
- The UI for the tutorial prompts is clearly stretched/pixelated, I’m assuming this is placeholder?
- When in the reading mode, you can still shoot & move the camera, when with the gun you can aim to move the camera during this state as well, shouldn’t I be locked out of all controls during this?
- Tutorial, when at the gun range, the prompt to change weapon doesn’t appear unless you shoot the right thing. The player can be easily soft-locked there (I was for 2 runs). This should be clearer!
- Camera keeps snapping in and out of zoom when a small piliar blocks the camera’s view. It should be ignore these objects and keeping the same zoom it had before. (Tutorial after the wall jump bit & on the scalfolding outside when reaching to the grapple bit).
- Text popups, I felt the text should appear until after the panel had opened.
- When reading something new, the old text persists on screen for a while.
- Pressing E when not near anything shows the last log/thing read, is this intentional?
- Gun inconsistency
- When shooting I feel that my shots are not registering most of the time.
- Weapon 1 feels like it has a really wide burst
- Weapons 3-4 were hard to shoot for me, don’t know if I’m missing something here.
- When shooting I feel that my shots are not registering most of the time.
- You can jump into the door window when at the gun range.
- The melee bots in the tutorial have no collision.
- Melee doesn't work, or atleast to a user in the tutorial it feels like it does nothing.
- The UI for weapon ammo doesn't change to show the currently selected ammo all the time, for me it stayed foruced on the first type even though it wasn't selected.
- When spamming dash, the SFX plays but the ability hasn't recharged yet.
- SFX like footseps are really quiet on the default audio settings.
- The UI in the menu's has the cog SFX looping, but the cog stops after a while. (In the option menu, pause menu works fine).
- I had a lot of screen-tearing when I played, is V-Sync on by default? Feels like its not.