#General Feedbacks

3 messages · Page 1 of 1 (latest)

summer salmon
#

Hello TemTem: Swarm's Team and first, let me thank you for this game! The beta is working quite well, allowing people to try the multiplayer and else... thanks!

I'll give feedbacks about different topics, positive and negative (on my view) but I can already tell that there is work behind it and the team seems motivated with this game and with the first game (Temtem). So, let's enter into business:

Graphics:

  • They follow the main Temtem game so I can't complain about it. I had troubles at the beginning with the white cubes when they are on the sand (white on light brown) but since it's one "area" and not the most present, that's manageable.
  • I would put a little complain about "synergies". I think they should be in a special color, to show it is special.

Sound design:
I don't have a lot to say here too. I played for a moment and didn't get bored by the background music or by the sounds. Maybe I didn't experiment enough Temtems but until now, it was quite okay. Maybe I would add some special sounds effects for some monsters (like the ones with a shield). It's a bit "simple" for the moment and the visuals when you interact with them are a bit low.

Game design:

  • Good choice to put multiplayers in this type of game, with Temtems having different caracteristics, gameplay and else, I think it suits it well. I think (hope) that temtems can be even more "pushed" into potential roles when played in multiplayers, to motivate people to build a team, and not just "some temtems randomly". To avoid the frustration it can bring to some players, maybe it could pushed for some hard challenges (need a healer temtem for a special level because Boss n°3 has an ability that deals damages on time to everyone). That could bring some teams, challenges to beat the level without a specific type Temtem, ... Just be careful in that case to not create THE temtem that is mandatory and can't be replaced at all. Otherwise it would "break" the game.
#
  • About the events: I like the idea, not the way it is put in the game. I explain myself. While in some other games of the same type, you have a map, you explore, you discover an event, you decide to do it now or later and else, here it is always the same event at the same place. So after 2-3 games, you already know "ok, I will go there, it will happen this" which is a bit....repetitive and remove the surprise? I would find interesting if the events would spawn randomly, but I suppose it would be more complex to adapt the map and else to make it work.
  • About the map: Since we talked about the map and the events, THE MAP IS BIIIIIG. When I start my game, and suddenly I have to do a special event at the OTHER side of the gigantic map, my gameplay is about running and removes all the fun for the actual run. For sure, special event needs to be "special" but for the moment (for me), it feels like a pain in the ass to move across the whole map if I want to do some early events before the special event.
  • About the skill tree: Great idea, it motivates me to retry and improve each temtem to see the full potential and I felt some differences between the runs. Maybe I didn't see yet the full tree of each temtem but I think unlocking some abilities by it, or variations could be nice.
  • About the abilities during a run: Thank you. To have the option to replace a skill/passive by another one is a big PLUS, because you can change during the game, adapt maybe depending of the level (and could be useful in case of "random series of events", like knowing in advance which boss is the final one - in case there is a random boss each time).
  • About Kudos: I must I didn't explore a lot yet, I don't understand if the conditions to unlock one is linked to the previous one (or if it is just hidden). But knowing you can unlock stuff is motivating. Now it can be interesting to see if people will not be lost between skill trees and kudos. Maybe having a shortcut to see the relative kudo/tree?
#

Ergonomics:

  • For me, you'll have to work on it. Some buttons/infos are quite small, some are not intuitive.
    As an example. when you pause the game and want to leave, you have to press select which is not used in a lot of games and at first, I didn't see it was on the top right part of the pause menu.
    Also, sometimes you need to to keep a button, but the other menu you need to click, and the next one you have to keep the button again... not the most intuitive for new players, even if I understand the idea behind (prevent mistakes with fast click and else).
    Still, I think you can improve this to make it easier for "new players" or "casuals".