Feedback on Backer Beta Demo for Boodstained
Jun 28, 2018 13:11:13 GMT -6
freddythemonkey likes this
Post by Michael Toy on Jun 28, 2018 13:11:13 GMT -6
So I've played for a full hour and I've taken some* notes while playing the game.
*some = a lot
The order isn't by importance as I feel they all have weight, but if anything, #7 is the one that lead me to quitting the game.
1) The music at the very beginning obstructs some of the dialogue. It gets louder as the voice gets quieter. granted I'm able to read it but I would enjoy getting the vibe the voice is trying to set with the game.
2) The voices don't sound natural. What do I mean by this? Talk to someone in real life. Now listen to the voices in game. It doesn't sound like they are in their natural environment.
- I'd suggest experimenting with the bass of the voices. I think that may help allow the voices to sound much more natural. I can change the bass on my end,
however, that also means I will alter how the music sounds and would like to hear the music in its proper glory.
- Maybe a filter would work as well. For example, when inside the castle, have a bit of an echo like filter to make it sound like they are in the castle.
Maybe apply it to miriam as well.
- I would like to submit a suggestion here. When miriam gets an ability and a shard stabs her, when she shouts, have a filter that gives a bit of an echo.
Since it's a crystal stabbing her, it could sound a little crystallized if that makes any sense at all.
3) The music and sounds seem uneven with it's volume. In one area the music is louder and in another its quieter. This makes it a little hard on the ears when it suddenly gets loud. If you could level out the volume of everything to be at a rather consistent level so I don't have to have my ears getting pierced that would be nice.
4) When going to shop, the game triggers it's dialogue function. (Background goes dark, you see characters and the dialogue box, etc). This is a bit unnecessary I believe. I'd say take out the dialogue function, and simply play the audio of the character when you start to shop. This will feel much more natural and faster. Having the dialogue function right now will get super annoying after a while. I'm already finding myself saying "Yes I know, stuff it and let me play already." lol.
5) Miriam shouts a lot. I'm not sure if thats whats wanted but if it is, can we have her voice separate from the voice volume? Maybe have a check box or something. It gets irritating after a while hearing "HA" almost every time you attack.
6) For any doors that are locked, having a text pop up saying "locked" would be nice or "I need the [inset name] key to open it". simply having a blank makes me wonder if its even worth remembering. Not to mention i got a town key and I have no idea where that would apply since I haven't come across a door thats the "town" door.
7) This is a bit of an important problem that I've been having. While I'm not a pro gamer, I'm not a casual gamer. I'm rather decent. It would be great to have Miriam knocked back a bit when she gets hit with a bit more immune time to recover. I have died a few times getting locked into a sequence of constant hits without being able to react and make a comeback, leading to death a few times. This is incredibly frustrating and lead me to put down the controller and take a break before I start getting mad. I'm not one to play games that are rather inconvenient in letting me react and recover so this is personally a big one for me.
8) I'm not exactly sure this applies to everyone but only being allowed to have 9 regular potions is a bit small. granted this allows a challenge, but I find myself running out when I get to the "Silent Garden" and have explored a bit. I'd suggest allowing the monsters to drop health or some potions here and there so I can continue going further in instead of feeling trapped and unable to get back to the shop. Even the candles aren't dropping any health from what I've seen, or they're not dropping enough.
9) This is another suggestion so don't take this as a complaint. Maybe add a style of changing the angle where you attack at. For example, while jumping, I would like to hit upwards to hit a monster i believe I can reach. however the weapons are kind of static to a simple style. While this isn't irritating or frustrating, its a little disappointing I can't attack upwards with the weapons. instead I have to resort to magic.
10) Will teleportation points be in the game? If not that would be wonderful, especially if your going to keep the same setup with the potions.
11) Someone mentioned the lip movements needed work in the comments. I'm not against this statement as even I do find it off putting. Not a deal breaker but it would be much appreciated.
12) This is another suggestion. Since there are options for customizing the character, would you be able to implement a feature of being able to turn the camera in the menu watching Miriam. This would allow us to appreciate much of the customization you have put into the game. Most relevant example I have is the blue headband with the flower on it. I want to turn Miriam around and see what it looks like but I don't have said option so i cant see the work you've put into the game. I know that we can see her in game but she's too small to notice details like that.
13) Granted while this is only a beta I'll mention it just in case, if we can transition to Japanese voice acting if we desired, that would be awesome.
14) I do have a question to clear a misunderstanding I may have. I recall customization of Miriams looks being mentioned. While, yes, we can adjust her looks, so far it seems to be at a rather minimal scale. From what I've heard, the customization would be rather deep. This brought me to believe that you can change her uniform, head gear, scarf, gloves, jewelry, etc and this would show in game. Was there a misunderstanding or has this been changed in light of financial changes.
So while I would like to put up 15 points of feedback (OCD) I'm finding it hard to come up with one so I'll give some feedback I liked.
1) Music is wonderfull. Very well done. Can't wait to get the soundtrack and listen to it on my phone and repeat :3
2) Level design feels right to me. I felt very nostalgic once I entered the castle.
3) Menu is beautiful and very fast, which is wonderful to have, especially if you intend to speed run this game.
4) Art work is VERY WELL DONE! I'm enjoying every bit of it.
5) controls for the xbox controller are well done and I enjoyed it.
6) Animations of the characters in game (not dialogue) are very well done. (still trying to figure out what holding up is good for.
7) The pictures you guys made of the backers and placed inside the castle are amazing. Some feel a bit out of place compared to many of the others but I don't mind. Well done everyone.
8) enemies are very well crafted and I'm enjoying them.
Overall, this game is already making me nostalgic and thats wonderful. Beautiful work guys, keep up the great work.
*some = a lot
The order isn't by importance as I feel they all have weight, but if anything, #7 is the one that lead me to quitting the game.
1) The music at the very beginning obstructs some of the dialogue. It gets louder as the voice gets quieter. granted I'm able to read it but I would enjoy getting the vibe the voice is trying to set with the game.
2) The voices don't sound natural. What do I mean by this? Talk to someone in real life. Now listen to the voices in game. It doesn't sound like they are in their natural environment.
- I'd suggest experimenting with the bass of the voices. I think that may help allow the voices to sound much more natural. I can change the bass on my end,
however, that also means I will alter how the music sounds and would like to hear the music in its proper glory.
- Maybe a filter would work as well. For example, when inside the castle, have a bit of an echo like filter to make it sound like they are in the castle.
Maybe apply it to miriam as well.
- I would like to submit a suggestion here. When miriam gets an ability and a shard stabs her, when she shouts, have a filter that gives a bit of an echo.
Since it's a crystal stabbing her, it could sound a little crystallized if that makes any sense at all.
3) The music and sounds seem uneven with it's volume. In one area the music is louder and in another its quieter. This makes it a little hard on the ears when it suddenly gets loud. If you could level out the volume of everything to be at a rather consistent level so I don't have to have my ears getting pierced that would be nice.
4) When going to shop, the game triggers it's dialogue function. (Background goes dark, you see characters and the dialogue box, etc). This is a bit unnecessary I believe. I'd say take out the dialogue function, and simply play the audio of the character when you start to shop. This will feel much more natural and faster. Having the dialogue function right now will get super annoying after a while. I'm already finding myself saying "Yes I know, stuff it and let me play already." lol.
5) Miriam shouts a lot. I'm not sure if thats whats wanted but if it is, can we have her voice separate from the voice volume? Maybe have a check box or something. It gets irritating after a while hearing "HA" almost every time you attack.
6) For any doors that are locked, having a text pop up saying "locked" would be nice or "I need the [inset name] key to open it". simply having a blank makes me wonder if its even worth remembering. Not to mention i got a town key and I have no idea where that would apply since I haven't come across a door thats the "town" door.
7) This is a bit of an important problem that I've been having. While I'm not a pro gamer, I'm not a casual gamer. I'm rather decent. It would be great to have Miriam knocked back a bit when she gets hit with a bit more immune time to recover. I have died a few times getting locked into a sequence of constant hits without being able to react and make a comeback, leading to death a few times. This is incredibly frustrating and lead me to put down the controller and take a break before I start getting mad. I'm not one to play games that are rather inconvenient in letting me react and recover so this is personally a big one for me.
8) I'm not exactly sure this applies to everyone but only being allowed to have 9 regular potions is a bit small. granted this allows a challenge, but I find myself running out when I get to the "Silent Garden" and have explored a bit. I'd suggest allowing the monsters to drop health or some potions here and there so I can continue going further in instead of feeling trapped and unable to get back to the shop. Even the candles aren't dropping any health from what I've seen, or they're not dropping enough.
9) This is another suggestion so don't take this as a complaint. Maybe add a style of changing the angle where you attack at. For example, while jumping, I would like to hit upwards to hit a monster i believe I can reach. however the weapons are kind of static to a simple style. While this isn't irritating or frustrating, its a little disappointing I can't attack upwards with the weapons. instead I have to resort to magic.
10) Will teleportation points be in the game? If not that would be wonderful, especially if your going to keep the same setup with the potions.
11) Someone mentioned the lip movements needed work in the comments. I'm not against this statement as even I do find it off putting. Not a deal breaker but it would be much appreciated.
12) This is another suggestion. Since there are options for customizing the character, would you be able to implement a feature of being able to turn the camera in the menu watching Miriam. This would allow us to appreciate much of the customization you have put into the game. Most relevant example I have is the blue headband with the flower on it. I want to turn Miriam around and see what it looks like but I don't have said option so i cant see the work you've put into the game. I know that we can see her in game but she's too small to notice details like that.
13) Granted while this is only a beta I'll mention it just in case, if we can transition to Japanese voice acting if we desired, that would be awesome.
14) I do have a question to clear a misunderstanding I may have. I recall customization of Miriams looks being mentioned. While, yes, we can adjust her looks, so far it seems to be at a rather minimal scale. From what I've heard, the customization would be rather deep. This brought me to believe that you can change her uniform, head gear, scarf, gloves, jewelry, etc and this would show in game. Was there a misunderstanding or has this been changed in light of financial changes.
So while I would like to put up 15 points of feedback (OCD) I'm finding it hard to come up with one so I'll give some feedback I liked.
1) Music is wonderfull. Very well done. Can't wait to get the soundtrack and listen to it on my phone and repeat :3
2) Level design feels right to me. I felt very nostalgic once I entered the castle.
3) Menu is beautiful and very fast, which is wonderful to have, especially if you intend to speed run this game.
4) Art work is VERY WELL DONE! I'm enjoying every bit of it.
5) controls for the xbox controller are well done and I enjoyed it.
6) Animations of the characters in game (not dialogue) are very well done. (still trying to figure out what holding up is good for.
7) The pictures you guys made of the backers and placed inside the castle are amazing. Some feel a bit out of place compared to many of the others but I don't mind. Well done everyone.
8) enemies are very well crafted and I'm enjoying them.
Overall, this game is already making me nostalgic and thats wonderful. Beautiful work guys, keep up the great work.