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Knight & Witch - Demo Day 22 Feedback

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Sep 10th, 2018
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  1. 10 September 2018
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  3. Knight & Witch:
  4. -Is the knight's sword rotated 90 degrees? It looks a bit off while walking, and the way he swings it during attacks looks wrong too.
  5. -Changing witch spell effect colors from white to red while using fire spell would be kino
  6. -Enemies continue to attack dead teammates. (you could just drop a spoof model and teleport the real teammate very far away so AI de-registers)
  7. -Dialogue still plays for dead teammates (i would just dim the red/blue nametag to grey)
  8. -Visual and sound effects on heart pickup would be great
  9. -Teammate reverts to follow mode when attacked, but the icon/state doesn't change. This means that to make them sit still again, you must toggle follow mode twice. the state itself should just be toggled in the first place.
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  13. Gameplay:
  14. The door unlocking camera system is great for multiple far-away doors, but if a door is right next to me then it feels like a waste of my time. Same for doors in rooms that trap you with a bunch of enemies. I know the door is gonna get unlocked and don't want to wait for a key animation, THEN wait for the camera to pan over, THEN wait for the door animation, and FINALLY wait for the camera to pan back. I just want to like play game.
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  16. The torch in the fire crystal room being covered by shadow was kind of annoying. Something like that should be very ceremoniously placed in the center of the room. On the other hand, the pair of torches with one unlit was really nicely done. That should be the room exit itself, don't even bother with the cryptic hidden torch. Your goal should be to teach and confirm the player's suspicion that fire lights torches.
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  18. Spawning in 10 enemies and shutting the door feels very cheap, especially when they just teleport in without even using that nice smoke animation that I KNOW you have from the last demo.
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  20. Got to the big chest and was all excited for something to happen and then the camera just panned over to the far upper left door, closed the door, and I didn't know what to do and was really bummed out and quit. What's actually supposed to happen when you reach the chest?
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  22. The game seems to rely too much on enemy spam. With the combat being somewhat slow, it's very frustrating to see a mob of 20 enemies just pop up out of the blue, especially when the door locks and you're forced to kill them all.
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  25. Etc:
  26. -Enemies still trigger pressure pads. Would be really cool if you somehow worked this into a puzzle like using the witch to hit a far-away switch. Which might be a lot more fun with sawblades blocking it rather than an enemy.
  27. -Knight using a shield bash to re-direct projectiles as a puzzle would be really great. It would also offer more gameplay without having to introduce extra mechanics to the player (since you plan to add a shield anyways)
  28. -Z-fighting on a lot of overlapping dungeon walls
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