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Currently I'm up to the Forbidden Sepulchre and the Clock Tower, so my feedback here is based on the game's content up until that point. I've also seen The Watcher, though I haven't beaten it yet.

Parts I liked:
- The Phaser item is great fun. It rewards aggressive play and gives you another way to avoid damage without being risk-free.

- The unlocks that replace your starting equipment with randomly chosen unlocked gear add variety to the start of the game and prevent a weapon that you really like from never showing up. Very good.

- Sound design nicely supports the action without being distracting. The drums of The Ramparts are probably my favourite so far.


Parts I felt didn't work quite as well:

- The Canibal enemy in the Clock Tower is the only enemy that I've encountered so far that felt unfair. It has a ton of health, hits hard and fast, has great mobility, seemingly can't be stunned by your attacks and is encountered in a space where it can corner the player and combo them to death. Its high health in combination with damage and speed and stun resistance in combination with good mobility make it way too strong, as you can't trade hits with or pin it down, so there's no room to turn the tables on it. Consider lowering its health and stun resistance so that the player can pick their hits or create an opportunity to finish it.

- Red/Green worms their homing teleport feels a little to good and overly punishes having a slow weapon that can get interrupted, in addition to being small and therefore easy to overlook in the middle of combat, leading to not knowing who and what you're fighting. Perhaps put a bit more distance between them and the player when they do it, so as to allow the player more time to register what they're being attacked by and how to respond.

- The Forbidden Sepulchre enemies seemed to have slightly too high health in general in combination with them ganging up on you, but felt much fairer than The Clock Tower.

- The Watcher seemed much harder than the first boss and the tentacles really slow down the fight. The difficulty could be intentional and if so that's fine, but I'd still recommend changing how its tentacles work in a way that keeps the pace going.
Post edited November 15, 2017 by Fortuk
More feedback:

Spartan Sandals currently do not seem useful to me. It's weak, slow, leaves you open to attack, too situational, doesn't synergise well and has its job done better by basically every other weapon. Two suggestions on different directions that you could take it in:
- Make it more of a utility weapon: make it quicker and have the kick not only push the enemy away but at the same time 'push' the PC a short distance in the opposite direction - a quick backdash. This could make it a useful secondary weapon to create distance with between the PC and enemies (archer builds) and because of the distance it creates you avoid players being able to use it to stun-lock enemies.
- Make it a mobility weapon by adding a quick follow up attack after the kick that acts as forward-dashing kick (a stinger, if you're familiar with it) that covers the distance the enemy is launched by by the first kick. This adds offensive mobility and makes it a good secondary weapon.

My second suggestion applies to the broadsword, which overall is a really cool weapon and the only change I would suggest is to add interrupt resistance to the second and third hits; some on the second and a lot on the third, to stay in theme of the hits getting slower and stronger. Currently it feels very off how what seems intended as a big, heavy weapon, that leaves you vulnerable but does a lot of damage, has its big blows interrupted so much by minor hits, making it overly susceptible to getting combo'd to death by fast attacking enemies. Adding resistance like this plays into the vitality angle of having the health needed to focus less on dodging and more on setting up your big hits, enduring the minor jabs, while still needing to keep an eye on high damage attacks.

Lastly, regarding blueprints, the drop-rate currently seems proportionally too low in comparison to the intended game speed and pushes the player to grind too much, which interrupts your gameplay flow. A change you could make is to have the percentage chance of an enemy dropping a blueprint upon death, gradually increase proportionally to how much playtime has passed (so it carries across runs) and reset when a blueprint is obtained. You can have it cap at a certain percentage if you want to avoid making them too easy to get. This counters the need to obsessively grind by putting the focus back on playing the game itself and less on getting a specific item.
Hello,

First, I really, really appreciate GOG achievements for some games, like Steam has achievements, for your account. It's a wonderful feature. However, I was hoping GOG could offer achievements for more games that are sold. Many games that have achievements on Steam, do not have any GOG achievements, and I was hoping at least some games on GOG could be updated to include achievements. A few example of games without achievements on GOG, but include them on Steam, include, but are not limited to: Age of Wonders III, Obduction, Kingdom: New Lands and Starpoint Gemini 2. There are many games like this, and I was hoping you would be willing to update games once in a while to include achievements, especially when the Steam versions of these same games includes them.

I truly appreciate so many things you do wonderfully, and I loved your sales, and I truly enjoy when games on GOG include achievements. All I'm asking, is it possible to update more games sold on GOG to include achievements, at least as good as the Steam version, and get more games sold on GOG.com to include achievements? Even games sold on GOG.COM for a long time could get an update to include achievements.

Thank you