#[ Fading Echo ] Feedback

3 messages · Page 1 of 1 (latest)

quaint warren
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The game felt good and looked amazing visually, had a fun time with it. I love how elemental effects are used in this game and how much they differ in exploration and combat. Knowing that water offers the strongest effect on an enemy, I like that it doesn't come easy when there is multiple of enemies leaving their own trail. Making it so that implying ice effect becomes less common as the game goes on. Which kind of forces us to make use of the others, which is also good as well.

[ Dodging ]

  • I don't know if its just me or not, but the input timing of pressing dodge feels slightly delayed. And it is noticeable during combat, allowing us to get damaged by enemies quite commonly even though we already reacted to it. I'm not sure if that is intentional design, but I would like that their is a small cooldown after a dodge just so it isn't abuse so often. Perhaps adding a small UI for the dodge just so players can see when their dodge is available as well.

[ Air Dash ]

  • I would like the airdash to have a little of momentum when coming out of it, currently the immediate drop down is a bit unpleasant.

[ Enemies' combat ]

  • Enemies are great, would like to see more variety of attacks in the future and maybe enemies being able to dodge preemptively to increase movement in fights. Plus it would help them not spam attacks at an high rate, currently it kind of slows down the pace of damaging them.
hot talon
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Thanks a lot for the kind words and great feedback! We had several testers pointing at this delay, could you share some info on your PC setting if you don't mind? Great point on the Air Dash ending. Playing the game so much we forget about this one and it is definitely something we need to look into. For the enemies variety, this is planned 🙂

quaint warren
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  • Processor: Intel(R) Core(TM) i7-10750H CPU @ 2.60GHz
  • Installed RAM: 16 GB
  • Graphics: NVIDA GeForce RTX 2060