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ElderTail

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A member registered Feb 14, 2024

Recent community posts

Good day. I would like to leave my review.

I would like to clarify right away that although the conversation will be mostly about the negative, I really liked the game, below I will simply describe those aspects that irritated me. P.S. Sorry if I offended you in any way - I wrote the review through a translator, he could have misunderstood me)

1. Controls:

   1. I noticed that when picking up items from different places (and even different items, it seems), the game reacts differently to overload. In one case, you are told what kind of thing is in front of you, and in the other, you are simply told that you need to free up a certain number of places in the bag. The first option is still convenient;

   2. In most cases, I perform this or that action (for example, exiting a visited location) not by mistake, but on purpose, but it is done so that the "cancel action" option is selected by default. This is very annoying, because farming resources is a monotonous visit and clearing of locations, the head just tries to click on certain buttons faster to skip this stage, because of which I wasted a lot of time on what I canceled with an action, although I needed to leave the location / drink tonic and so on.

   3. It seems that the timing in the controls needs to be worked on, because I constantly miss in dialogues, menu items, when I'm in a hurry for the reasons described above. Perhaps it is worth making it so that dialogues are skipped with one click, and when it is necessary to make a decision (select a dialogue item, buy an item), the game waits a little (literally a split second) before letting me choose an answer.

2. Gameplay.

   1. I had problems with tracking stamina. Firstly, I constantly dropped it to zero, because The game doesn't inform you graphically (except for the bar at the top) that it's almost over, and secondly, it's not clear how long it will take to restore after it's depleted. It would be nice if it restored when your stamina was depleted, you would see it at least by the same bar, but you just couldn't use dashes and strikes.

   2. It's a bit tiring that when you run out of stamina, you literally can't do anything except run around the enemy. It would be nice if you could deal some weak blows to the enemy or somehow help restore stamina, for example, parry the enemy's blow so that it would restore faster.

   3. Collecting water and farming... To be honest, I constantly forget about this damn bucket) It would be convenient if farming was part of the process of visiting a location. For example, if grains dropped randomly from any enemy, and after visiting the camp, you were required to choose what to plant next, plus automatically harvest. It's just that with the current system, I really had a situation where it was easier for me to collect resources at the location, rather than farm them.

   4. Collecting resources is perceived as work. You need to constantly keep in mind how much space you have in the camp, and also manage it. It seems like it would be easier and I could concentrate more on the story if all this management didn't exist and I would just save all the resources until I was blue in the face (infinity), and when necessary, sell them. The inventory limitation is annoying, because the routine process of collecting is even longer due to the need to return to the camp, poke through all the menus there (save / sleep / collect resources), although in fact you need to farm a certain amount of some resource.

   5. The maps themselves are cool, but due to the need to farm, they are not enough. Not enough in terms of both size and variety, and in terms of the number of generated situations. If this were a roguelike with a million projectiles, where each battle is unique, then they would probably be enough, but again, because of the farm, clearing the same map for the 20th time becomes boring. Probably the most pleasant surprise was the enemies in the fields, hiding in the bushes - this is a cool moment. 

   6. Losing all your items when captured is very annoying. It turns out that there is only one option here - load the save. It seems that this should only work in roguelikes, where things can be easily found in the next tray.

3. RPG system.

I have only one complaint here) Your games have always lacked perks from character corruption. For example, I liked it when the character has almost all the items that are put on him when he loses, but it is almost impossible to play like that. It would be cool if the game became more difficult, for example, you would have to go through quick time events, but in return you would receive perhaps even more power than when using regular sets. If I'm not mistaken, then you begin to understand the speech of interpollers when infected, here you could automatically give a translation at a certain level of spoiled equipment worn.

4. Graphics.

Well, everything is nice here in general, but the only thing that is wildly annoying is the sunset. When you play at night, it just burns your eyes out in some swamp. Perhaps it would be worth adjusting the lighting for each of the maps.

5. Story and NSFW content

As for the NSFW content and plot, everything is great here. The animations are constantly surprising, and the setting and plot make you constantly guess what will happen next. The only thing is that it seems to me that the Groove was somehow more intimate and homely - I still remember the bun and the gatherings on the beach. But I hope we will get to this in the next acts =).

In general, I will wait for the next act, I wish you success!