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10 / 10 / 10 - Mark your calenders

3 things I forgot to mention ><

- Moves are often multi-hit, and the game makes it seem important by bothering to state how many hits each move is. It hasn't seemed to matter so far except with Scott's Risky Shot, and if it doesn't really do anything, perhaps it might be better to remove it? If they in fact do matter later on, perhaps you should bring those mechanics into the tutorial to introduce them, such as an enemy that takes more damage from single hit attacks than multiple hit attacks? On that note... right now the numbers that appear for multiple hit attacks sort of appear too fast and at the same place, so it's kinda hard to tell exactly how much damage one has done with an attack when using a multi-hit move.

- Another why-don't-you-introduce-it-earlier-in-some-form-if-it's-there thing would be wrt the scrap parts that enemy drops. I've just been selling them because they don't seem to do anything, although curiously I've seen one shop that sells them back. So again, if it's going to matter later on, maybe it'd be helpful to mention it earlier even in passing so that the player doesn't go "darn... shouldn't have sold them, now i have to go grind for them".

- I'd love to be a tester :D

10 / 10 / 10 - Mark your calenders

Hi Neok I hope it's not too late to offer you with some suggestions and bug reports! I've only played until Phase 2, just about to beat the Level 5 street fighting tournament. The version I downloaded is one I got from clicking on "Download Now" yesterday.

Bugs:
- A ladder in the Sphere, area 3 (where you first team up with Indy and Dread) is bugged, I can climb up but not down. The ladder I am talking about is the one to the left of the room containing the item-selling robot.
- The game seems to take a while to detect the bosses having no HP

Suggestions:
- A way to make status effects on enemies visible would be helpful, the status inflicting moves are not very enjoyable to use because they often do little damage and have no visible effect (until you attempt to target them with a move).
---- The same thing with field effects. Icons on the screen somewhere would be really interesting, if it can be done. Also information of the effects of HP crush/regen on enemies, and other visual cues. Overall the battle screen is just a little too empty and actionless!

- The exclamation markings indicating green/yellow/red either need to be differentiated in their colour a bit more, or they should flash slightly less, and perhaps be associated with some sort of aural cue. Right now it is a little hard to determine for sure whether the indication is at green or yellow, and I think colour blind players would appreciate the differentiation via visual cues as well.

- As far as I can tell, enemies of the same type have the exact same weaknesses/strengths (down to the individual %s). If this remains true throughout the game, perhaps it would be better to simply state those numbers in the Help File (personal device), rather than just indicating a Strong/Weak dichotomy.

- I think others have pointed out that the early game bosses are a little too difficult, which I agree, although I found an easy way to handle all bosses I've faced so far very easily. What I did with them was to spend money on say 10 Grenades (or whichever grenade type item they were weak to) and just spam it. It wasn't much more expensive gold-wise than fighting a long attrition battle and consuming many Stimulants and Revivants at the same time due to a lack of a healer character. The time I saved from having to fight long boss battles which I had no guarantee of winning (because of how randomly they tend to use their most powerful skills) I could then use to farm up gold to buy more grenades for the next boss.
--- So it feels like the above balance issue is caused by several others, namely the difficulty of bosses, multiple boss characters in a battle sharing the same weaknesses, the imbalance between the grenade strategy and 'proper' fighting in terms of how much time/effort is required of the player, how much gold they cost, and how much risk they pose.

- While I am thoroughly impressed with the battle system, the skill and item selection that accompanies it in the game feels really bland. I am hoping it will improve later on, but currently it really leaves something to be desired... I'll start with the items:

--- Consumables are poorly named. You have 3 kinds of Stabilizer items with different lettering at the back. This is bad for flavour, and makes active battle unecessarily harder because players have to memorize exactly which one does what.
--- This similarly applies to the field effect items, which while are much better named, would benefit from more thought and functional designing of their names. For example, Excession is well named, since it gives more EX. Breakdown, on the other hand, is a less informative name, which one would not intuitively pair against Excession as an opposite. Perhaps calling it Recession or Depression would be more effective to highlight the fact that it is Excession's opposite.

- I think the early game could use with a little more differentiation in the mechanics of skills and items overall. I am hopeful that it wouldn't be as bland later on, but right no there isn't even any hint of there going to be more spice anytime soon... (i.e. Phase 2 shops sell exactly the same stuff as Phase 1 shops, much to my disappointment)
--- 5 reavers of different types, and 5 normal syncs of different types available in the early game. Makes that first reaver from the tutorial feel so much less special. Equipping 2 syncs dilutes a characters' elements and isn't very interesting either. Maybe customizability opens up later in the game, but it feels almost non-existent in the early game. With no new skills, no typical stuff you see in other RPGs like spending points to upgrade certain skills, ways to make a characters' skill-set more diverse, the innovative battle system just seems wasted.
--- I mostly don't change my characters' Syncs at all except against bosses, and field battles are just spamming Z when the ATB fills. And the sync changing part is also quite annoying when you consider that in the early game characters are coming and going with no warning whatsoever. So anything I equip on anyone other than Leon might just become unavailable for use for the next phase or something.
- If there IS in fact more depth to the battle system later on, I would suggest introducing some of them earlier so that the story isn't the only thing that can sustain a players' interest in the early game.


So... there! Hopefully my comments help. Looking forward to 10/10/10!
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