Post by Bardic Knowledge on Jul 2, 2018 11:45:11 GMT -6
First thing, I loved the demo, but I did notice a few things that could use some changes.
Others have noted that Johannes eventually stops talking, so that's all I'll say of that.
The first other thing that comes to mind is the volume of Miriam's voice grunts. That alone made me turn down my sound settings a great deal, because once I turned down the voice and sound effect settings, I could barely hear the dialogue so I had to turn down the ambiance and the music (the music a great deal more than the others) in order to hear anything. The scream when a Shard is gotten is particularly piercing with headphones on.
Second, the map screen. Every time I opened the map screen to check how much I'd explored (and I'm still slightly bothered by the places on Galleon Minerva I couldn't reach, but that's probably because double jump isn't accessible yet), I'd have to re-zoom my map in so I could actually see where I was. Then, when I was done with it, I would hit the "B" button a few times try to exit the screen to no avail, before remembering that I have to hit the Map button again. Since "B" isn't assigned to anything on that screen, would it be possible to give it an exit function?
Finally, I think it would be nice if there was an indicator as to which enemies dropped Shards when they die. In the first demo, I spent a couple hours grinding Morte trying to get a Shard from them before I looked at the internet to discover that they don't. In this one, I almost did some grinding on the Giant Rat in the first screen of the village before I decided to just move on. But for people who are into 100% completion, like me, I think a slight difference or addition in the death animation to indicate that that particular enemy has no Shard to obtain might be handy.
Those are all I noticed in my first playthrough. Well, except for the loot bag a Toad dropped mid-air I it took me a while to pick it up, but I forgot to mention that one until just now as it was mostly inconsequential.
Others have noted that Johannes eventually stops talking, so that's all I'll say of that.
The first other thing that comes to mind is the volume of Miriam's voice grunts. That alone made me turn down my sound settings a great deal, because once I turned down the voice and sound effect settings, I could barely hear the dialogue so I had to turn down the ambiance and the music (the music a great deal more than the others) in order to hear anything. The scream when a Shard is gotten is particularly piercing with headphones on.
Second, the map screen. Every time I opened the map screen to check how much I'd explored (and I'm still slightly bothered by the places on Galleon Minerva I couldn't reach, but that's probably because double jump isn't accessible yet), I'd have to re-zoom my map in so I could actually see where I was. Then, when I was done with it, I would hit the "B" button a few times try to exit the screen to no avail, before remembering that I have to hit the Map button again. Since "B" isn't assigned to anything on that screen, would it be possible to give it an exit function?
Finally, I think it would be nice if there was an indicator as to which enemies dropped Shards when they die. In the first demo, I spent a couple hours grinding Morte trying to get a Shard from them before I looked at the internet to discover that they don't. In this one, I almost did some grinding on the Giant Rat in the first screen of the village before I decided to just move on. But for people who are into 100% completion, like me, I think a slight difference or addition in the death animation to indicate that that particular enemy has no Shard to obtain might be handy.
Those are all I noticed in my first playthrough. Well, except for the loot bag a Toad dropped mid-air I it took me a while to pick it up, but I forgot to mention that one until just now as it was mostly inconsequential.