Achilles: Survivor

Achilles: Survivor

Demo feedback (from a game developer)
Ok, that is a great game that got me hooked (I already have 20h). I could say a lot of positive things about it (especially on the design & audio section) but let me focus on bugs and negatives:

NOTE: I have screenshots for almost all points, let me know if I should send/post those somewhere
BIGGEST LET DOWN: I do not trust the mechanics of the game yet. Some seem to not work, some seem wrong (If I remember correctly it was a "scaling bonus" on spears? Isn't that a "shoot" effect and not an area effect?) If I choose a global Area +40% will it work if I pick a new power after that? Who knows!?!

• BUG: On my last run just now, I was able to create a mine and be trapped in it! I wasn't able to move, also I think my character's altitude got a little lower when this happened but I could be wrong.
• BUG: It's possible to build a tower and upgrade the level at the same time. both UIs popup (3 options for tower + 4 options for level upgrade), you pick one and the second is chosen while the game is unpaused and running!
Suggestion: Have the game pause when needed so that the 2nd action does not trigger OR stack the pausing status of the games.
• BUG: On one run I was able to kill the boss, go and touch the portal, and still lose as the player was vanishing,
Suggestion: The timer should pause when you touch the portal so that death by time is not triggered, also the player's collider should be disabled so that enemies can't kill you while you teleport (if that is even possible)
• BUG: The mine works unexpectedly. Some times it pulses and gives you nothing, other times it gives you if you are a close (but not inside the zone), other times you leave and it is like it is piling up and then you return and get 4-5 of that resource and other times you leave and return back to the mine but it hasn't piled those 4-5 resources.
• BUG? When the forge is destroyed, it's effect still remain.
• UI: The health damage shown on enemies should last longer. I had problem verifying upgrades and changes due to modifiers...
• Game Design: ... such as when the trojan horse actually upgrades hits. It seems that the effect happens ONLY if you start shooting spears when you are inside the zone, if the 1st spear is outside the zone and then you walk in the zone then there is no upgrade which takes me to an important point...
• Game design: ... Math & modifiers are what those games are all about. MAKE SURE THE PLAYER KNOWS the modifier is on during a zone.
Suggestion: Change the sizes of experience balls + double the font size on stat that changed (for example the damage the enemies take
• UI: Escape through the portal takes a lot of space on the top, if the escape is to the North, the UI blocks valuable space toward the player's direction.
Suggestion: If the arrow points to the top of the screen, swift the UI to the bottom
• Game Design: Sometimes during level upgrade you might have 2 VERY similar options such as Dodge +5% & Dodge +10%, this is silly and makes the player feel like they get fewer flexible options on their upgrade
Suggestion: If a category on a specific item is shown, do not show upgrade for the same item, category
• Game Design: A forged upgrade might OR status strength. What is the difference between might & status strength? In general, a LOT of those stats are unexplained or wrong.
• Weapons: The rotating sword should also cover the close area of the player and have less cooldown than the exploding pulse of Aries. (not just 1 second)
• Game Design: What does "Status effects" even mean?
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My only gripe is the fact that you have a countdown to escape at the end. Either remove countdown altoegether or just 30 sec till map ends - survive until counts down + mob spawn intensity increased and if too much then escape thru portal.
also managed to get stuck in one of the maps in the corner, built some structure and got stuck near the center of the structure (it's placement was in the corner, wanted to push me back but had no space <structure was placed near a corner of the map> so I was stuck)
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