If there's no reliable way to do it to get rid of the nag notification, the quickest alternate solution I could think of would to exclude 2560x1080 (for 29") and 3440x1440 (for 34") as options, since both will scale wrong and the 16:9 ratios rezzes put the side bars already. The 16:9 equivalents would be regular 1080 for 29" and 2560x1440 for 34". The nag notification's not as important as the scaling issue, as I'm sure the former can be shut off within the OS properties somewhere.
StoneFox
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I've been playing on my 21:9 monitor and due to the way the game scales on it currently, I wasn't able to see the ladder in the prison area, the HP/FP and some of the cutscene text. I'd suggest forcing the black side bars on all 21:9 resolutions, becasue:
A) Everyone playing on ultrawides will see what they're meant to, since they'll likely pick the max available res offered by default.
B) Those players won't get a Win8/10 nag notification that they're not at the "optimum" resolution every time they run the game fullscreen.
Definitlely like the game so far.
I'm not past the prison storage area yet so I don't know if it happens more than just the intro, but I think that the inner monologue text at the beginning should hover over Rook while he's walking. I feel like it takes your eyes off all the hard work put into the scenery since you have to look over to read the text while the scene is being revealed instead of the text feeling like a part of it. I don't know if it's different on a 16:9 ratio, but that's where it's placed on my ultra wide.
I was messing with the raise/lower levels for the two prison storage controls so that once you take the elevator up, the far right one is barely showing. When I did the climb down animation on the far right edge, instead of Rook falling to his death, he warped to the storage controls area below, climbed up in about the same place he would have climbed down the edge and gets stuck at the control level with no way to get the elevator back down. It autosaves at that point, so I was forced to start a new game.
I like the fighting system, I just feel like the timing on the attacks are waaaaaay too unforgiving for a combat system introduction. It would really be an adjustment of 10-40ms extra, I think. On fight #1, at least five separate things get introduced (bad timing on flash=miss, quick/fierce have different timings, color match to block specific attacks, confirm action with right shoulder button, enemies can attack during your attack) and players have no clue how it all works together yet. Once someone's figured it out, it's fine, but as a very first tutorial fight, I feel like right now it's more liable to frustrate a good number of players into not playing more. There's even a reason to slightly ease it up built-in since the first guy's all drugged up.
UPDATE: Just finished the alpha build. I think that once you can use the specials, some of the crucial ones that differ from the regular combat systme should be given there own mini tutorial. Not every one of them, but stuff like "maintenance" should have a little "hey, this is a new type of mechanic" notice right before. That one is epsecially confusing when the "up, down, left, right" simon says game starts, since the text made me pause for a split-second, thinking it meant the directional buttons. By that point, everyone should know what color is for what button. If it's to accomodate colorblind players, I'd suggest instead displaying "Y, A, X, B" respectively. Actually, I'd suggest that anyway.