Estranged, the story of a lone fisherman, stranded on a mysterious island during a violent storm. Explore rich environments and meet the curious inhabitants of the island as you find a way back to the mainland.
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Jan 20 2013 Anchor | ||
Okay, I just played through alpha 5 and here are my thoughts. I will be really critical. I guess I will mostly point out mistakes/bugs, but that's just how I roll, it doesn't mean that I didn't like the game. (I did) I hope my feedback helps
Overall I really like the feel of the whole game, the music is awesome and there are some really nice areas (but the open areas sometimes feel a bit empty). I know this isn't a 10 hour game, but I think some parts could be a bit more stretched out. I think there is still hidden potential in most of them. |
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Jan 27 2013 Anchor | ||
Hi, Thanks for writing this, it's really useful!
Agreed. I'm working on scaling the HUD elements, and that saving text. The problem with the saving text is that Valve made it use the same font as the on screen titles (so like "ESTRANGED" right at the beginning of the game)... I'll look at separating them somehow.
I'll look at tweaking the raindrops. It's a refracting normal map that moves, so you're seeing the sky behind it refracted by the drops.
Agreed. We're removing them from the start of the first map.
That's good. The idea is that you can skip it if you like, however I haven't seen anyone skipping it yet. It's too irresistible
Specifics are good! We're working on tweaking stuff, but any nods in the right direction are much appreciated. The lens flare is tricky because it just works on bright things, but I guess that's more of an issue with lighting rather than the lens flare. There's the option to disable it on the settings page too.
Glad you found that! Awesome.
I'm going to re-record the very first scene, and restructure it. We're going to work on it anyway, a lot of people have said it is sub-par.
It just made it easier to make the scene, no story reason. I'll fix that though, find a way around it.
Perhaps it shouldn't loop! I might make it so it only plays once or something, that might be a bit saner... His hitbox is a bit of a difficult one, I don't think that NPC's collision models alter when they're playing sequences. That's an engine thing.
Yeah I guess that could be better explained. He filters it and drinks it, the tap water isn't safe.
That's a symptom of having the limited Half-Life 2 models sadly. This will be overhauled when we have AniCator's new zombies though. They will be far scarier, and there won't be as many.
We'll work on this for Alpha 6 for sure.
Purely to help you notice them. Did you find it distracting?
We'll work on that.
That's some bizarre VIS error, I've been meaning to look into it. Thanks for reporting it.
I'm not happy with the water there anyway, so I think that texture needs replacing. I'll make sure the new one reflects that better.
We're looking at ideas for revamping that level, hopefully it should feel less linear when we're done.
I know... I thought... maybe... I could change that... ahem. We're going to try tweaking that bit, we'll see what happens. It'll be a personal achievement if I can make the player look up in order to continue ;D
We've got more planned, but he does exaggerate it a bit too much.
We'll do that. The suspension bridge is a bit glitchy. A: you can get stuck between the planks. B: you can encounter the same issue I described above (sliding downwards for a bit and not being able to make the jump) The bridge needs looking at, but the physics in Source suck. We might need to re-think the puzzle
I'll make the pause longer before the boards come down again, that might fix that for some people. I've seen others do that too, not meaning to.
Ah yeah, I didn't even think of that. We need to fix that scene, it has a lot of continuity issues like that. The end might should be a bit more obvious. Like "Thanks for playing alpha #5" or something. I wish we'd tweaked this before releasing it, a lot of people had problems knowing when it finished. It doesn't help that the professor asks if you're okay *after* the title flashes on the screen. Next time: credits. Thanks for playing. Constructive feedback is better than positive feedback, and this post is fantastic. Thanks for taking the time to write it, and I apologise for taking so long to reply, I hadn't noticed it! |
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Jan 27 2013 Anchor | ||
Woo! Go blex! *applauds* |
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Sep 21 2013 Anchor | ||
Okay, Act I Beta, here we go again I really enjoyed playing it, all the new stuff were great, all the changes made me say "oh yeah, that's a good idea", so this is definitely a successful release. · First, I was using headphones and the starting volume seemed pretty loud. Edited by: lord_blex |
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