While we acknowledge the appeals of the game, do try to be nice to each other and spread positivity~
AirGuitarSolo
Creator of
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Thank you for your feedback! I am always happy to engage with someone that has thoughts to give, especially ones that highlight things we can improve on!
There is definitely a degree of balance for us to consider there, especially since we've made the first chapter quite a softball in terms of difficulty (though I can assure you, that is intentional) with the way that we have implemented peril you are right that it is pretty easy with careful resource management to basically avoid peril against the average enemy entirely. Although I will admit I have been surprised by the quantity of players that have been stonewalled by our boss of chapter 1 entirely. We are definitely thinking of ways to make it easier to get bound (whether by balancing encounters or the mechanic itself), but it is definitely a tricky balancing act we are considering moving forward so as to not disrupt the experience.
I do 100% agree with you there though, using sword arts and magic while half-bound is definitely not long for this world! And fully bound is a state that we're definitely considering the implications of, on one-hand it is a defeat state, on the other hand it is ludicrously easy to avoid in the demo, though we're definitely re-balancing rescue, the gameplay implications of 50% health regen upon escape are too stark to ignore.
Once again, thank you for your feedback! And thank you again for playing our demo!
Thank you for your feedback! It has been great to see the overwhelmingly positive reception and insightful thoughts players like yourself have given! You can thank our artists Sugarvoids, Azupazu and Somerandomfaker (Sushi) for the visuals, and myself for the writing~
That is a good point there, and progression has been on my mind as to what we want to do there, getting better equipment is one way, but then the grind manifests in one way or another, regardless going forward it is something that is being taken into consideration!
And it is absolutely great to bring forward thoughts like these at the demo stage, because it gives us the feedback we need to deliver the best game we possibly can. ^^
Once again, thank you for giving the demo a go, and thank you for your feedback!
Firstly I have to thank you for your thoughts and a very insightful comment too, you have given a lot of food for thought that has brought to the forefront some very good points going forward in development!
I am glad you enjoyed our take there, it has a lot in common with our Programmer's previous work, but I think it felt more appropriate to almost have this 'pokemon, but you are the one being caught' kind of loop where you had to manage your health, but due to the nature of it, of course the characters can save one-another from peril!
The variation of escape sections is definitely going to have to be where we're really on the ball, because they are as much of a level as the fields of enemies themselves! There are plenty of ideas that come to mind for mechanical variance on them, though only time will tell if they happen to be hits or misses, I do remember a couple of folks from QA remarking how it can be a bit hard on the finger too.
Could you clarify what you mean by clarity in this particular context? In that specific game over I *think* I might understand but I do want to get an idea for what you mean there.
And I am very glad he writing has been a hit, it probably shows when I make posts but I do have a bit of a habit of using a few too many commas. The writing, however is my passion and it has been great to see it be received so well!
Once again, thank you for your post! Every bit of feedback like this is appreciated and thank you for taking your time to play our game and leave behind such a thoughtful comment!