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Michel's Feedback

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Zup guys,

This is Michel, your old pal. Here's my overall feedback on We Happy Few.

 

The great:

The looting and crafting system:

It is great, I really enjoy it. It's complex and fun but I wish I could craft some addons for my weapons. You know... adding those metal bits to my wooden club (spiked club) so I can inflict a bleeding status or a slight blunt bonus damage to my ennemies.

 

The atmosphere:

The game has a great atmostphere, despite the missing environmental variations (same house, same vegetation... the enemies look the same as well).

 

The Audio/Soundtrack/Visual effects:

They are awesome so far, but having more environmental effects such as crickets at night, fireflies around lampost could make a better ambiance experience.

 

The combat system:

It is fun, despite of being imcomplete. I find the blocking system a little bit unresponsive. And I can easily exploit the enemies A.I by hitting them once, then backing off and attacking... and repeat).

 

 

The bad:

The status bars:

I wish to see my status bars on demand (hunger, health, joy, thirst). Sometimes I don't know if I should eat an apple or not, because there's no way to see my hunger meter unless I actually eat something. I suggest to have the status bars semi-transparent, or to toggle its visibility with a shortcut key.

 

Hideout:

It is hard to find my hideout. If you plan to randomize the maps every time, please add a mini map of the areas but only show what has been discovered so far.

 

Food poisoning:

It is a great idea, but it should not penalize that much. People should be able to eat rotten food as last ressorts and the hunger meter should fill a little bit, but the health should decrease (without decreasing too drastically)

 

Joy level at start::

The player should start with a little bit of joy, so they don't get killed by people immediately for being suspicious. Having a little bit of joy will also show the user that they can salute the other NPCs to recover from being suspicious.

 

Game Progression:

I reached the nicer part of the city but made a mistake and restarted completely from scratch, I didn't want to replay all over again. The user should be able to restart from the nicer part of the city, or restart in the slums again but with some of his items that he could have stored in a chest?

 

 

Keep up the good work everyone! I'll play more of it soon and provide more feedback.

 

 

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Hey Michel!

 

Thanks for the feedback. Responses:

 

Looting/Crafting: agreed on the weapons. They're pretty first pass right now, and we will be adding customization/improvements of some kind. However, I wouldn't expect that for a while yet.

 

Atmosphere: aye, variations are planned down the line.

 

VFX: agreed! Don't know when we'll get to this, but it's likely to be once we finish up getting all of the core art assets ready.

 

Combat: agreed too. It's a bit easy to game right now, and is likely to go through a few more rounds of changes.

 

Status bars: in our current builds we have enabled a new option in the Options menu to have them display all the time, which does help power users. Nice idea on the shortcut, that sounds like something we can do, but I'll have to check with Camille on that :)

 

Hideout/Map: we should have a map in the next update :)

 

Food poisoning: yeah, we need to do something about this. It's been in the game as a quick prototype, but we've never fixed it. It'll get reviewed at some stage, but for now, don't eat rotten things ;)

 

Joy level: I hear what you're saying. We're solving this in a different way - you'll see!

 

Progression: This is the one thing we won't be changing, for now. It goes generally against the idea of a hardcore roguelike. However, providing some level of consistency to the player's progression across playthroughs is something we want to address.

 

Thanks! There should be a new build coming out fairly soon, it'll be helpful to look at that once it's done :)

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