(stuff like not building pure speed on hamir causes enjoyment loss) Respecing your upgrades for story mode would be nice as if a player makes a bad decision of choice for upgrades it can lead to severly decreased character enjoyability for the rest of the story. This bullet point would be about making a check for the player to choose to go to the next floor instead of instantly yeeting you if you stepped on the space but they have already fixed it. Don't really know how to fix them but in summary many of the extremely situational gems feel like just selling material rather than you planning on actually using it. I didn't really make much use of gems in my run as it didn't feel necessary. Gems vary a bit to wildly with some being universally good/strong to very niche answers that deal with certain encounters and some that are ok but are very difficult to use them. I wait a while after finish clearing every dungeon to fully hear the dungeon cleared OST it's just that good. Though maybe this is more of a selfish desire to hear more music from the artist as the OST is really good. Would be nice if the menu screen had a unique theme rather than the intro cutscene (it would probably not be a good idea to have it continue onto the menu screen as a fix). Mostly just want to feel better about playing a large amount of this game post story. Basically a way for the player to feel better doing challenge runs than just because or for a flex (also can help retain player numbers if you care about that). Currency reward unique to challenge runs to buy stuff like minor cosmetic things to characters (maybe like pets in Rivals of Aether) or a ability to buy songs for an ingame jukebox to enjoy the ost from time to time. Generally speaking minor bobbing may fix the issue or maybe limit the max time before an animation plays to a lower amount of time. Idle animations lead into a somewhat high amount of time of literally 0 movement which feels jarring a lot of the time when you see it happen. Wouldn't mind post game story expansion for each of the four either. Also makes it so you don't have to re-go back through the game to fix timeline issues. It'd be a pretty good way to not to devalue the story while also adding new characters/abilities to play with. Additional story mode content maybe added as "side stories" self contained. Along with that maybe a item catalog for all the items to see what you could use for an interesting build or synergies as well as being able to check if you've seen all the gear in the game without needing to go to an external wiki. It would be nice to have a bestiary to be able to review passive effects (like set stamina to 2 at the end of each turn) as well as enemy movesets (though if i'm not mistaken enemy movesets change on the same enemy throughout the story so it wouldn't work? perhaps I need to play some challenge mode to know more). Generalized Stuff: (this will likely have post launch additional content ideas here) This is made post completion of the whole story mode content at normal difficulty. This upcoming list of recommendations of possible changes may be long but for games which have a really good framework that you believe in it is almost inevitable that it would end like this. Let me preface at the start and say that I love this game and it will probably be my game of the year choice and/or my 5th favorite game of all time from hundreds of played games.
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