Sorry to say second demo was a major step backwards :(

iDATUS
Level 2
Kickstarter Backer
3 weeks ago

Guys im a £100 backer and 1st time ever to back.
The 1st demo was great, this second one I can see where your efforts have been but I would not have released this second demo as is.
Visually I would say everything is worse, gameplay is not fun and its become very tedious.
I got to the 1st spider battle and had enough where as the 1st demo I made it to the end after many attempts.
Please revisit how the original demo played.

I have the tools and know how (UX Designer) if you are serious about wanting my suggestions.

If you would like a more concise explanation with better UI layout let me know how we can chat as I WANT this game but not as it is.


Solasta, I need a new adventure experience. Too much same old out there.

3 weeks ago

Don't know if I agree with you, visually yes it does need lots of work but gameplay seems to be getting there. I wish they had done a new setting for the second demo, because if your like me I played the first demo to death and knew what to expect..  

iDATUS
Level 2
Kickstarter Backer
3 weeks ago

The look and feel has changed drastically and it feels pre last demo.

The screen layout and controls have changed and there a tremendous amount of mouse movement and management not there before.

If Solasta come back to me and want a constructive perspective that isn't too close to the game development team then I am here.


Solasta, I need a new adventure experience. Too much same old out there.

Tactical Myzzrym
Level 14
Tactical Adventures Dev
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3 weeks ago

It would be interesting to understand what exactly irks you. Gameplay, for instance, hasn't changed from the first demo (we added a couple of features like Ready Action but that's all) - so it sounds very strange to us when you say the gameplay got worst.


iDATUS
Level 2
Kickstarter Backer
3 weeks ago

I will look at the old footage of original demo (if I can find it) and make a video link for you guys to see the before and after.

I will also add a couple of pointers of where your screen layout is not ideal.

I try and do it for tomorrow as I think you are doing a live chat or something.


Solasta, I need a new adventure experience. Too much same old out there.

Krisys
Level 3
Kickstarter Backer Weaponsmith (Bronze) Armorsmith (Bronze)
2 weeks ago

A lot of stuff you say sounds very subjective to me, but the identifying process is actually pretty tedious as it stands. It requires quite a lot of inputs for the payback it offers.


Krisys aka Birb

Tactical Myzzrym
Level 14
Tactical Adventures Dev
Discord Link Steam Link Newsletter Link Developer Badge
2 weeks ago

Thanks for the feedback, we'll take a look at it!

Stilvan
Level 1
2 weeks ago

A configurable UI would be great - I don't have an issue with the location of the player portraits but I can see your point

I liked the interface for Rituals but I can see that after doing it a hundred times it could get irritating.  It might be better to have a single dialog that lets you perform all steps of the ritual in one interface - so character > item, button 1, button 2 with a timer.  The 10 minute wait is ok in my view.  I think the game should encourage you to do these things in Camp.  I don't know what the overland interface is like but having a camp interface with options beyond the Long Rest interface would be a good place for this.

I agree that in some cases it can feel like you're playing the interface.  That is within acceptable boundaries for me and I'm not sure how it could be fixed in any case - partly the nature of the game.

iDATUS
Level 2
Kickstarter Backer
2 weeks ago

Thanks for actually thinking about what I posted and good response.

The chars on the left for ultra wide screens etc look ok but its the constant back and forth with the mouse that for this flavour of RPG make it tiresome very quickly.

I would have to see their plans for the interface to comment more but as is, I just thought sod this.

The 10 min was annoying as there was a lot of things to identify and the constant flashes of screen were too distracting, a simple text floating saying "10 mins just went by" would more than suffice.

Lets see if they too listened to my feedback and if they would like to work with me that would be great.


Solasta, I need a new adventure experience. Too much same old out there.

shout27
Level 4
2 weeks ago

Kinda playing 'devils advocate' here, but my thought process on actually removing the camp animation of 10 minutes goes by actually cuts into the potential to encounter a wandering patrol of monsters. At least with the cut-screen the program has an excuse/chance to run a perception check against some monsters to see how close they can get and thus spawn before the party is aware of them.

iDATUS
Level 2
Kickstarter Backer
1 week ago

Hello Shout27,

I get your point and is a good one, however I am not against it taking 10 mins so mobs can come and attack, move etc, that can still happen and does with so many other games similar to this. 

I am saying we don't need a screen flash of a picture and for us to waits a few seconds etc especially for something that looks like will happen a lot.

I would also point out where would they stop once they go down this path, 10 mins for trap disarm, 10 mins for perception of false walls and so on. I know real life is 24 hours but I don't fancy playing a game that feels like, is it home time yet.


Solasta, I need a new adventure experience. Too much same old out there.