When your rage meter is full:
- On keyboard, hold TAB.
- On controller, hold both triggers down.
Thank you so much for this insightful review! Consistency and clarity in combat and stealth rules is definitely something we want to hammer out in the future, and your points about stagger rules and AP management are especially noted.
Right now the future intent is to make the prisoner strong in small encounters but weak vs large groups to create a combat system where positioning and choosing whether to act aggressive or not is key to being successful. This means more prisoner abilities that focus on traversal and disruption as opposed to crowd control AOE abilities that are more suitable for monster gameplay; the final concept being that you spend prisoner form playing as a guerilla fighter, building up strength to transform into monster form where you can finally confront armies of enemies face-to-face. We have a bunch of ideas for future abilities to add to the game so hopefully these will address some concerns about combat.
Stealth is still very much a work in progress. A lot of the hicupps we run into right now are from AI and level navigation in general, a goal for us moving forward is to make enemy behavior slightly more predictable in regards to how they react to certain events. Your suggestions of better stealth visualization and indicators for alarmed guards is great.
Overall a very detailed and informed review, and we greatly appreciate it! I would love if you stuck around and provided us with feedback on future iterations of our game, it would help us out tremendously. Thanks!
Yep, those are all things we want to tweak a bit more so stealth and alarms are less frustrating. Generally we want to get to the point where if an alarm is rung you have to make a decision between fighting your way out or running, and the decision may not be clear every time.
Ledge grabbing is being worked on and assimilate will regen an armor value in the future. Thanks for the feedback
Thanks for the feedback!
A couple of responses to your notes-
The special meter is intended to fill up from dealing damage rather than waiting for it to passively regen. The mechanics of AP regen could change in the future. Could you expand on rolling responsiveness?
The hitboxes on the whip are finicky, yeah. Right now only the apex of the whip strike deals damage, and anywhere other than that either misses. We're going to change it so that the whole length of the whip deals damage, and the apex deals a critical hit.
Good point on the center hud, we'll change it. Ditto with UI feedback
Yes, exactly. We're planning to add a skill tree that allows specialization in a variety of playstyles, including one revolving around managing an army of minions. We already have a handful of different minions types we'd like to add in the future. The skill tree will use points earned through player performance during stages.
There will be a camera feature where you can look ahead in a certain direction in the future.