Post by tekrelm on Jun 30, 2018 17:10:39 GMT -6
When using a Directional shard like Straight Arrow, I found I couldn't fire ahead while crouching, because that would send it straight into the floor. Can we make it so it defaults to straight ahead when I'm purely pressing down with the left stick/d-pad?
When you successfully cook something, Miriam's exclamation is much louder than it should be, I think.
It seemed all the ingredients for the meals you can cook are found in Dominique's store, so all I did was write down the things I needed, bought it all, then came back and cooked it. Sure, I had to go get more money in the middle of that, but that's all I ended up doing. I feel there aught to be something more to it. Of course, I wrote another post about the crafting system (Let's talk about crafting), and this fits under that heading.
Others have noted how the town feels strange without music, but the main issue, I think is that some parts of it lack background sound effects like wind. That's what makes it feel unfinished to me.
If you sell all of one type of shard, then go out and get another, it plays the whole animation, as though it's the first time you've collected that shard, and I don't think it should. But maybe that's more of a bug than a feedback item.
Johannes, Dominique, and Lindsay all have a bit of dialogue to get through when you talk to them. Just play it over the menu; it's annoying to wait for Johannes's dialogue box to fad in so he can say say "Hi, Miriam," before waiting for it to fade out so that you can finally get to the crafting menu.
When I accept a quest from Lindsay, don't end the conversation. You think I'm not going to pick up all the quests that are available? I'm not sure I have any reason not to, so let me just hit A on all of them in one go.
Some walls can be broken, but the broken chunks don't disappear at all, and just visually clutter the area. I could still pick up the HP Max Increase item, of course, but I'd like to be able to see what I'm picking up before I walk over it. Have those chunks get blasted out of the way quickly, and evaporate as they do.
When I'm wearing a helmet or mask, I don't necessarily want to see that in the cutscenes; I'd rather see Miriam's face. Maybe put in an option to wear stuff like that in cutscenes or not.
Speaking of the Stone Mask, it's an accessory item that, when equipped, unequips the Head Slot. But the stat-change tooltip doesn't reflect the stats lost from the helmet. Could you be sure to add that into the calculation?
I imagine the full game will have warp points that will let me get back to town and other areas without having to hoof it, but I just wanted to make sure I told you guys it's a must-have!
When I use the analog stick, I'd really like Miriam's movement to be analog. Let me use the stick to move slower than at full speed, please.
The Summon Ghost shard summons a ghost that looks exactly like the enemy ghosts. I'd like to be able to tell them apart!
You know that red room with the huge blood moon in the sky? It overlaps the tower in the background, so it looks like it's a lot closer than it should be. Or that's no moon!
During dialogue sequences, Miriam's body language sure is sassy. She's posing with her hand on her hip, exuding bravado. But I don't think it fits her character at all; she's far more reserved. She should get a more appropriate pose, I think. The pose she strikes when you hold UP on the controller during game isn't cannon, so whatever, but that, too, seems really out of character.
That's it for now! Thanks for reading!
When you successfully cook something, Miriam's exclamation is much louder than it should be, I think.
It seemed all the ingredients for the meals you can cook are found in Dominique's store, so all I did was write down the things I needed, bought it all, then came back and cooked it. Sure, I had to go get more money in the middle of that, but that's all I ended up doing. I feel there aught to be something more to it. Of course, I wrote another post about the crafting system (Let's talk about crafting), and this fits under that heading.
Others have noted how the town feels strange without music, but the main issue, I think is that some parts of it lack background sound effects like wind. That's what makes it feel unfinished to me.
If you sell all of one type of shard, then go out and get another, it plays the whole animation, as though it's the first time you've collected that shard, and I don't think it should. But maybe that's more of a bug than a feedback item.
Johannes, Dominique, and Lindsay all have a bit of dialogue to get through when you talk to them. Just play it over the menu; it's annoying to wait for Johannes's dialogue box to fad in so he can say say "Hi, Miriam," before waiting for it to fade out so that you can finally get to the crafting menu.
When I accept a quest from Lindsay, don't end the conversation. You think I'm not going to pick up all the quests that are available? I'm not sure I have any reason not to, so let me just hit A on all of them in one go.
Some walls can be broken, but the broken chunks don't disappear at all, and just visually clutter the area. I could still pick up the HP Max Increase item, of course, but I'd like to be able to see what I'm picking up before I walk over it. Have those chunks get blasted out of the way quickly, and evaporate as they do.
When I'm wearing a helmet or mask, I don't necessarily want to see that in the cutscenes; I'd rather see Miriam's face. Maybe put in an option to wear stuff like that in cutscenes or not.
Speaking of the Stone Mask, it's an accessory item that, when equipped, unequips the Head Slot. But the stat-change tooltip doesn't reflect the stats lost from the helmet. Could you be sure to add that into the calculation?
I imagine the full game will have warp points that will let me get back to town and other areas without having to hoof it, but I just wanted to make sure I told you guys it's a must-have!
When I use the analog stick, I'd really like Miriam's movement to be analog. Let me use the stick to move slower than at full speed, please.
The Summon Ghost shard summons a ghost that looks exactly like the enemy ghosts. I'd like to be able to tell them apart!
You know that red room with the huge blood moon in the sky? It overlaps the tower in the background, so it looks like it's a lot closer than it should be. Or that's no moon!
During dialogue sequences, Miriam's body language sure is sassy. She's posing with her hand on her hip, exuding bravado. But I don't think it fits her character at all; she's far more reserved. She should get a more appropriate pose, I think. The pose she strikes when you hold UP on the controller during game isn't cannon, so whatever, but that, too, seems really out of character.
That's it for now! Thanks for reading!