List of first impressions or rather bugs and tweaks from notes during play of Czech action RPG game - NYRTHOS. In next few days I will work on deeper analysis for the second demo of Nyrthos. But for now, just a brief overview.
Playtime: 1 playthrough session, 1:30:00 (I explored a lot.), 26.5.2013
SUM-UP:
The overall impressions are good. It seems that a progress was made in fields of boss fights and also the battle system seems tweaked a little. There were some minor bugs, although when glitched the save game function itself, it was quite frustrating. The biggest promise is a feature called Trophies, which seems to have an aesthetic function AND gameplay function.
The main location
01 [_?_] gameplay | mana for running * not enough mana for running
02 [OK] gameplay | hidden loot - mushrooms.. and stuff are good.
03 [OK] aesthetic | health globule good
04 [_?_] sound | bomberman / granadier - too much of a thunder sound.
05 [OK] gameplay | pleasant boss fight; black smoke wall...
06 [OK] aesthetic | I love the fire pillar - the signal fire.
07 [bug] sound | fireball sound missing
08 [_*_] aesthetic | wood could be bigger - as my leg
West part
09 [OK] aesthetic | good music
10 [_?_] animation | bugs / bugs fade away - sound of hit, damage
11 [_*_] aesthetic | fireball could be faster
Back at the main part again
12 [bug] ESC doesn't work on the spot
13 [_?_] interface | Quest -"hotove aktivni" Czech language in the quest menu.
14 [bug] interface | RANKINGS - YES on the top
15 [bug] interface | TRAVEL - YES on the top
16 [bug] interface | RANKINGS - visited maps counter does not work.
17 [bug] gameplay | firezone - Why am I on fire? On some maps, I was getting spontaneously combusted. Even enemies caught fire in that area.
18 [bug] story | on the spot, where are big skeletons (top right), message triggers when walk by, even though enemies are dead already - "I shouldn't even try..."
19 [_?_] gameplay | Speed pickups (enhancement) are stacking.
Map with the shop
20 [bug] typo | In the shop - text on the bottom: "1 DimondS"
21 [_*_] interface | During discussions - keys 1 2 3 4 would be good for choosing dialogue options. Enter for OK.
22 [_*_] user experience | indicator, feedback of EXP gained would be nice. There is already exact damage numbers.
23 [OK] aesthetic | I liked the trophy item.
24 [bug] interface | I can't put down rings
25 [bug] interface | I cant equip rings
26 [_?_] mechanics | grenades from stx are deadly no cooldown...
27 [bug] inventory | one time, when I was trying to sell some mushrooms a bug occurred. Sell > sell max > then press escape. Icon of a mushroom stayed on the screen even after closing the shop window.
28 [_*_] interface | Items could be dragable onto the picture of the shop?
The End of second Demo
29 [bug] animation | At the end - Colosseum - I walked around the main path, then the story trigger occurred - I walked like a mad man, back to the main path.
30 [OK] gameplay | Rewards on the altar! Yay!
31 [bug] interface | I noticed that minimap was identical (based on main part) in every map and location.
32 [bug] interface | inventory screen cap.
33 [bug] technology | bad texture loading - see the left part of the picture.
34 [bug] technology | I was unable to save the game during the session.
35 [_?_] aesthetic | blue magic barrier had some WIP symbol I suppose.
Ideas
user experience, storytelling feedback | choices - meaningful, if they are any - indicator ala walking dead => x% of players killed the miner... same as you.
SPEC: Processor: i5-760 2.80Ghz; RAM: DDR3 4GB Kingston 667MHz; GPU: NVidia GeForce GTX 460 1GB; OS: Win7 (6.1) Ultimate 64b, SP1, DX11 Chrome: 25.0.1364.97 m; FireFox: 16.0.2; IE9: 9.0.8112.16421 64bit / 9.0.13 KB2792100
Hi there!
ReplyDeleteLots of busy days, so I only recently got to react to your feedback.
We're tweaking the battle system massively at the moment. Many things that we thought were going to worked great somehow lacked as soon as we started to add more types of monsters; we also recently added a passive skill tree and random item drops, which will change the balance completely (as expected), so there will be even more changes in the following days.
We will completely turn off mana consumption for running. Though it was initially an interesting idea (balancing players' speed and ability to fight), we didn't manage to make it "fun" even in the internal testing, no matter how hard we tried. It just sucked and really harmed the gameplay itself.
We added a few places that will serve as "boss fights", and champion enemies also spawn randomly. There was a lot of work we put into this area and only for the better. I think that the next version will be pretty close to what we want to achieve.
You also mentioned a lot of bugs we are aware of (sure fixes), but some of them were not reported at all (the message displaying even after the skeletons guardians at the top of the first map even after they're dead, and much more), so definitely thank you! Awesome feedback as the last time. The screenshots you provided helped immensely.
Thank you once again, hopefully we'll get to see each other in Prague!