RE: [BETA TESTING] Monsters - An Amnesia Concept
I've had to stop for now, the battles are driving me nuts with them constantly popping up every 2 steps. (I've died 6 times in a row in the Catacombs and I feel like my monster keeps getting weaker with each death. I can barely take them to half-half now before I die and I can't leave the Catacombs due to the constant battle interruptions)
---Initial Impressions---
(1) The opening sequence was good, hooked my interest immediately.
(2) Battles were fun at first, but got to be a waiting chore. Would like to see attacks, text and just the overall battle experience sped up faster.
(3) Game needs a manual for Attacks, Monsters, Levels, Super-Effective & Less-Effective Damage, Monster Types (Fire, Wood, Metal, etc), to name a few.
A PDF that I can skim through on the side would be great as I'm not sure what I'm doing other than randomly clicking buttons and hoping I would get a super-effect attack.
Obviously needs some work as using a "Ignite" attack on a Armor was super-effective, but wasn't on a mushroom?
---My Personal Problems---
(1) Riddles were a nice change of pace, I felt like they were to confusing and similar to each other (Each had random objects that you could grab that told you were wrong) but easy, as their wasn't much to do in each room before you stumbled onto the answer by chance.
(2) Some bugs here and their, ones that I can remember...
(2a) Dying resets me to a box? I'm not sure if your trying to indicate if I get weaker with each death. (As it felt like that to the point battling became pointless as I was doomed to die each time)
Their are no visual stats for me to confirm this.
(2b) Your current "Monster" & "Level" would not display correctly. (i.e. - The Box and Table would be active at the same time, and the the numbers "6" & "11" would try to display on top of each-other.
(3) Monsters seemed to scale up to your level and sometimes above yours? Their are no level ranges indicated anywhere.
(4) Better "grass infested with pokemon/monsters" indicators. As it is, in most areas I walk in. I'm being constantly bombarded with battles. Their need to be a better indication of "safe" & "dangerous areas.
(5) Since Amnesia doesn't have an easy function to tell us the player's rotation, whenever the player is ported from their location to the battle arena and back. I become very disoriented because I'm not facing the right way. Your level design isn't suited for your CS because of this.
You need to re-design your levels with unique looking parts to help orient the player. I was constantly on the lookout for doors or specifically placed props but everything looked the same to me. Including the annoying barrage of battles, I was not enjoying the "exploration" part of the mod.
---What I would like to see improved on---
(1) A manual/guide for...
Individual Monsters Stats
Attacks and what they do (Descriptions, Damage Values, Strengths&Weaknesses, What monsters they belong to)
Damage Types, Strengths & Weaknesses (Wood is weak to Fire, Fire is weak to water, etc)
How Damage is Dealt, how might it be mitigated.
Anything else you can think of...
(2) Visible Damage, Health, Armor stats for your monster and others to. It feels very arbitrary right now.
(3) Better level design so I'm not so disoriented coming out of battle.
(4) Less encounters with monsters, or add in "safe" paths so I'm not bombarded with them constantly. My biggest peeve so far.
(5) I tried opening your maps, but I kept getting a lot of Errors. I'm guessing you missed some Models/Textures to include in your CS. (One of them crashed - 03_MansionMonsters)
I remember a couple Catacomb battles that had no visible monster in them.
(This post was last modified: 01-26-2015, 08:33 PM by Rapture.)
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