It doesn't take away from the experience that much but a good proofread or two could do wonders for it. There are some minor spelling/grammatical issues that I noticed throughout the dialogue. Additionally if you kill someone mid-animation you will play out the rest of your attack animation on the enemy's grave. The attack animation/skill check will continue to play while the results screen is displayed. If you end a fight with 'magic strikes' or another repeating attack on the non-final attack. The battle UI particularly with repeated attacks sometimes breaks down. This seems a bit cheesy and unfair to me, being able to revive someone and them retaining all their buffs. I have found that I'm able to take advantage of this in some sense and I've been able to buff dead allies before bringing them back to life. Being able to attack graves as well as graves remaining stunned and retaining status affects after death seems quite jarring to me. Maybe it comes up at a later point, or maybe not. I've also found that certain key gates are easily skippable by using the environment to bump yourself up off the ground and dash-in. There's a lot of points during the game where it's somewhat easy to finagle your way out of bounds. I understand for a small indie studio this can be tough to achieve, and I have great sympathies toward that. As it is said many times in development, the last 5% of a game's polish can take 90% of the effort. I'm having a lot of fun with the game! It's very clearly lacking a lot of polish, and I can note some of the issues I encountered here, but I have a lot of sympathy for not being able to reach that level of polish.
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