Posted November 21, 2017
Before I begin: I've just beaten the first boss, so I might be missing aspects of the game that unlock later along the line.
Suggestions and ideas:
- It would be nice if we were able to select items to not drop. I have unlocked a bunch of items in order to give them a try but now I've not only wasted progress points (dead cells you could say), but they are actively getting in my way to progress. I would much prefer it if the exploration of new weapons would be rewarded rather that penalized.
- In the same vein: More often than not I prefer the rusty blade over whatever starting weapon awaits me. Could it be hidden a little closer to the first door, please? (Maybe under the step right next to it?)
- The following suggestion contains a spoiler for the first 10 or 15 minutes of the game. If you haven't played the game yet, consider skipping this point. Also consider buying Dead Cells. It's already really good!
Something conceptual: It is my understanding that the protagonist gets healed by the nutrient fluid from the alembic/breeding trough between levels because they are a homunculus as well. But even if they are not: It seems needlessly cruel to kill a (fellow) homunculus by draining all of the fluid - especially when one only needs to top off HP. Maybe if the protagonist's healing potion still had all of its charges, they could hold their head under the tap and only drain half of the fluid, causing the homunculus' light to grow dimmer, but not get extinguished.
In my mind this would also add incentive for the player to do well.
Bugs:
- Fast attack animations cause the protagonist to stop briefly in midair. When I wield a very fast weapon and hit attack really fast, it causes the protagonist to hold their position - in midair. That behavior is confusing to me and I find myself having difficulties to adapt my combat style. It causes me to miss a fair bit of my blows whilst jumping, which go right over the enemies' heads. It doesn't affect me all the time, but in panic situations it's easy to forget that the game behaves this way.
- Something very minor: When a dietary path is switched in the middle of a run while standing next to an item, the item's icon is updated. But the item's text box only updates once the protagonist moves away and towards it again. Could it be refreshed when the path is switched?
(I'm aware this affects only a tiny fraction of the players and probably only once or twice, but it might be easy to fix.)
Suggestions and ideas:
- It would be nice if we were able to select items to not drop. I have unlocked a bunch of items in order to give them a try but now I've not only wasted progress points (dead cells you could say), but they are actively getting in my way to progress. I would much prefer it if the exploration of new weapons would be rewarded rather that penalized.
- In the same vein: More often than not I prefer the rusty blade over whatever starting weapon awaits me. Could it be hidden a little closer to the first door, please? (Maybe under the step right next to it?)
- The following suggestion contains a spoiler for the first 10 or 15 minutes of the game. If you haven't played the game yet, consider skipping this point. Also consider buying Dead Cells. It's already really good!
Something conceptual: It is my understanding that the protagonist gets healed by the nutrient fluid from the alembic/breeding trough between levels because they are a homunculus as well. But even if they are not: It seems needlessly cruel to kill a (fellow) homunculus by draining all of the fluid - especially when one only needs to top off HP. Maybe if the protagonist's healing potion still had all of its charges, they could hold their head under the tap and only drain half of the fluid, causing the homunculus' light to grow dimmer, but not get extinguished.
In my mind this would also add incentive for the player to do well.
Bugs:
- Fast attack animations cause the protagonist to stop briefly in midair. When I wield a very fast weapon and hit attack really fast, it causes the protagonist to hold their position - in midair. That behavior is confusing to me and I find myself having difficulties to adapt my combat style. It causes me to miss a fair bit of my blows whilst jumping, which go right over the enemies' heads. It doesn't affect me all the time, but in panic situations it's easy to forget that the game behaves this way.
- Something very minor: When a dietary path is switched in the middle of a run while standing next to an item, the item's icon is updated. But the item's text box only updates once the protagonist moves away and towards it again. Could it be refreshed when the path is switched?
(I'm aware this affects only a tiny fraction of the players and probably only once or twice, but it might be easy to fix.)