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This is a great game but I have some recommendations:

1) The red laser sight on the weapons is to dim. I have some color blindness which doesn't help. I can barely hit enemies far away becuase I can't make out the laser. It would be great to have an option to either increase the brightness of the laser or change it's color.

2) Have some auto item selects. I play with an xbox controller. It would be great to have the up, down, left, and right arrows be auto item assignable. Or maybe have the down arror the default inventory selector and allow the other three to be assigned. It's a bit of a pain to go through two inventory screens to erect my tent every time. It would be a huge advantage during combat to be able to switch weapon types with a single press.
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invenio: 2) Have some auto item selects. I play with an xbox controller. It would be great to have the up, down, left, and right arrows be auto item assignable. Or maybe have the down arror the default inventory selector and allow the other three to be assigned. It's a bit of a pain to go through two inventory screens to erect my tent every time. It would be a huge advantage during combat to be able to switch weapon types with a single press.
Agreed. I also stumble accidentally in my backpack even though I only wanted to equip the lamp or so. I turned the equipment speed to slow which helped a bit but handling inventory could be better - especially those items that you'll need to survive and equip real fast.
Thanks for the feedback. #1 is a great idea. I hate this is hard for you, I'll see what I can do. Working on a patch today to fix some other issues and I'll put something in for this. Either a setting or just overall brightness / opacity adjustment.

#2, you might find it easier to hit Start and then access the tent from inventory menu directly. Your selection position on that menu is stored so the tent will stay selected each time unless you change and the quick-menu selection won't be affected. This was the original design and the backpack shortcut was a later addition as some people were missing the tent completely so I wanted to provide a second way to get there.

I have an idea based on what you said... let me know what you think. Since the Select button is unused, what if a combination of Select-X , Select-Y, Select-A, Select-B could be custom assigned to an item? They would be assigned by holding the button for 1 second. I think it could help and I love programming stuff like this. :)
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BrandonGoins: Thanks for the feedback. #1 is a great idea. I hate this is hard for you, I'll see what I can do. Working on a patch today to fix some other issues and I'll put something in for this. Either a setting or just overall brightness / opacity adjustment.

#2, you might find it easier to hit Start and then access the tent from inventory menu directly. Your selection position on that menu is stored so the tent will stay selected each time unless you change and the quick-menu selection won't be affected. This was the original design and the backpack shortcut was a later addition as some people were missing the tent completely so I wanted to provide a second way to get there.

I have an idea based on what you said... let me know what you think. Since the Select button is unused, what if a combination of Select-X , Select-Y, Select-A, Select-B could be custom assigned to an item? They would be assigned by holding the button for 1 second. I think it could help and I love programming stuff like this. :)
Thank you for the quick response. It's great to see developers respond to user input in such a fashion.

For the quick select, I still think the ideal way would be a single key press that has immediate results. Switching guns for example during a fight is almost impossible under the current setup (without taking hits while doing it). Combo button presses would be better but still less than ideal. It seems like to have 5 buttons to open up the inventory is just overkill. Maybe having the select button as the inventory and then having 4 assignable quick slots for the up/down/left/right would be the best. Just my 2 cents.
Just a little more input as I am going along.

1) I think items needed to progress should be "auto-used" when needed. I was in the mine and found the fuse, but when going back to the fuse box, nothing happens when using the activate button. You litterally have to open up your inventory, then your back pack, then select the fuse. I think some player would totally miss these steps. Also the addition of multiple inventory presses doesn't add anything to the gameplay, rather I think it would be annoying if I wouldn't have figured this out immediatly.

It's kind of like, if I pick up a key, I want my character to use it on the chest automatically. I don't want to go through and have to select the obvious and only appropriate action.

2) The GPS. I'm not sure if this is supposed to be a novelty or actually something useful. I don't really understand the function as it doesn't provide directional information in a plateformer environment. It would be cooler if you could use it for directional purposes. For example, you find the coordiantes of an item. Activating the GPS would give you a directional arrow on the screen on which way to go to find it. Just a thought.

3) Inventory Management. I think the backpack and inventory screen shoult be merged. There is not much point in having two seperate inventory screens. Especially when there are useable items restricted to both menues. If you want to keep the backpack, maybe have only non-usable items in there. Also, the tent really needs to be in the primary inventory screen as that is one of the most common items I use. Going to the backpack adds an unnecessary step.
Post edited November 03, 2018 by invenio
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BrandonGoins: .....They would be assigned by holding the button for 1 second. I think it could help and I love programming stuff like this. :)
Your game has just been released, you are one person only, you are constantly trying to patch things and be active here in the forums and now you are also telling us that you actually love to program additional stuff?

That's it. You cannot be a real developer - you have to be a bot ;)

Just joking but I cannot tell you how much I appreciate your feedback and your enthusiasm. That's one thing why I will try to get better in the game as well :)
lol. Well, I'd be nuts to spend years on this and then close my eyes when it finally got into people's hands. Maybe if I had Blizzard money lol.

But really, this is CRITICAL for me. I have at least 4 more platforms to put the game on and it need to be solid before I can do that. I've barely been able to keep up with bugs/suggestions as it is. I didn't intend on you guys being a "test audience" but looks like I may have to put everyone who bought the game this week in the credits as QA lol.
Again, thanks for being such a responsive developer.

Any thoughts of putting fast travel check points in? With the world being so open I really feel like I miss things and sometimes I'm lost as to where to go next. I was just in the mines, went up the elevator and headed left. I got the miner's hat but was unable to go back down into the mines as the first elevator was destroyed and I couldn't make the jump back to the right (where the miner's hat was located). I have a feeling I may have missed something there (maybe I'm wrong). Regardless, I'm kind of lost as I'm not sure what to do next and despite exploring a large portion of the game, not sure where to go. I've back tracked all the way into the first caves to see if I missed anything but to no avail. Some fast travel checkpoints would be very helpful in a game like this where the next destination is really not clear.
Sorry I missed this until now. If you haven't figured out the mine by now, you can get back up by moving the crate on the conveyor to the right spot and jumping up. Thinking about it now, this is probably too easy to miss. It was there originally to make finding the mining helmet a secret. And overall it was intended as a way to reconnect the 2 halves of the mine. But if you drop down there, having not noticed it the first time I can definitely see it would be easy to miss it and not know how to get back. I'm going to call that a bad design decision. :) I must think on this a bit.

BTW I'm about to send up the next patch 1.0.0.6. As well a few bug fixes I put in a setting for the laser sights to change the hue as well as brightened them all a bit. Let me know if it helps. Also I added the hotkey thing we talked about. I coudln't do single key presses because really there are no buttons left unless I had an option to override the d-pad menu. But it's a simple hold select-press a button setup so it's almost as good. Test it out and see what you think. I'll add it to the instructions if it works well.
Ok, I was able to do it. I have to say that without you telling me that box moved with the conveyor, I would never of guessed it.

The laser site works great now, I can actually see it! Great addition.

I also like the addition of the quick item select. Definitely saves a lot of time.
Brandon, Hi, I'm aware you're one man band and honestly I'm blown away by the game and absolutely love it so far. I just found the GPS. That's where I am.

I don't have a bug to report but would suggest that seeming though you can lock the player to not move while throwing, could you not do the same while lying down? I'd like the option to lock my player while lying down as I'm playing on a gamepad.

Other than that, I think what you've bought together here is amazing and I wish you tons of success with the game on every platform.
I'll look at that... they mechanics there are kind of wonky.

BTW I'm building a new version right now. I found a potential loophole that could be causing the player to get stuck in the pod at start. I can't reproduce it, but I threw in an extra piece of code that should reset and retrigger the pod in that scene. It will be up soon.
Quick item select is a great add.