ChosenPredator
Banned
Reviews don't really phase me for this particular game I'm down to enjoy it and play it myself
They seem to be awfully oblivious in the economic aspect of game making. Or at least unfazed:
One week before the release, and they see the realities of their game's design, which can throw nigh impossible situations to the player (even in the dev's eyes) and they don't seem worried. They are more like "yes, dice rolls" or "oh yeah we will have to tweak this part to improve the balance..."
Didn't STALKER and Oblivion have moments when you'd go to an objective to already find the item taken or someone killed due to game's AI/systems? That seems to be the nature of having AI that does its own thing
I'll have to see how it feels playing in the full game. In the alpha, I got good enough to backflip over lizards and spear them to walls consistently, and would pick out fights more than flee.
Didn't STALKER and Oblivion have moments when you'd go to an objective to already find the item taken or someone killed due to the game's AI/systems? That seems to be the nature of having AI that does its own thingThey seem to be awfully oblivious in the economic aspect of game making:
One week before the release, and they see the realities of their game's design, which can throw nigh impossible situations to the player (even in the dev's eyes) and they don't seem worried. They are more like "yes, dice rolls" or "oh yeah we will have to tweak this part to improve the balance..."
You know, backflip is the one move i didn't get a quite clear hang on how to do it whenever i wanted. Pls teach me sensei
Jump while reversing directions
You know when you're running and change direction, you do that kind of slide? Do that but jump while changing directions.You know, backflip is the one move i didn't get a quite clear hang on how to do it whenever i wanted. Pls teach me sensei
Yup, think of like it putting the momentum of your direction change into your jumplike, exactly when you do it?
jesus i'm really stupid
It is astounding that, after navigating twenty or thirty screens, you will die because a random enemy has spawned off the edge of the screen, impossible to see, and snapped you up with its tongue.
Same :/Yea the Rock Paper Shotgun review has turned me off.
Sloppy controls + random enemies + distant checkpoints = No bueno
Were not doubling down on too many of the issues we are hearing. Talking with a couple of journalists who were struggling under deadlines, it seems that a few minor tutorialization changes or additions could smooth out things quite a bit. And control / movement improvements are very easy once we know what to look for, etc etc.
We already have updates underway, adding additional game modes such as multiplayer and additional narrative content geared toward players who might not want to sink 60hr in, etc etc., so expect to hear more from us once we survive the madness of this initial release!
That's good to hear.Dev reactions from the comments of RPS article
No way the game will unlock on the 28th for europe, right? (Which is in about 2 hours)
No way the game will unlock on the 28th for europe, right? (Which is in about 2 hours)
Related, dev comment in the devlogDev reactions from the comments of RPS article
Woah these reviews are mixed! The best ones are amazing and the worst ones are brutal. Yeah the game is unfair, that's true - and yeah, we'll definitely be trying to smooth out the experience a bit. Adding more shelters would probably make a big difference for example. Need to have this crazy mix of input cool down a bit before making decisions though!
I actually have no idea what happened to the polygon reviewer - there isn't any mechanic that sets you back further than where you started to my knowledge! It seems to me they just had a really sour experience with the game - we've seen the same thing with streamers, some have a bit of luck, figure some things out, feel rewarded and appreciate it. Others have bad luck 5 times in a row, fail to figure some key element out, get frustrated early on and (understandably) gets into a mood where they can't really appreciate it even after they actually get to move forward.
That said, I think their frustration is real and valid of course, and it's still 100% on us! Work ahead, but for now let's just see where stuff is as the dust settles!
Related, dev comment in the devlog
Why not? It says so in the preorder counter.
1h10m over here.
Chris Priestman did a good write-up for Waypoint
https://waypoint.vice.com/en_us/art...e-stalker-but-a-platformer-and-youre-a-rodent
Rain World' Is Like 'STALKER' but a Platformer and You're a Rodent
so I assume this is 60fps and unlocked on PC?
I'd argue that something being divisive is more interesting than something being universally loved or hated. At the very least, it fosters more involved discussion IMO.The divisive reactions make me more interested, especially because a lot of it seems to stem from RNG AI. Been following this too long to even consider jumping off now, and the positive reviews sound like exactly what I thought this was. Lezz do this.
saw a cool AI story from the dev i'll post it here.
PS4 I bet. Steam probably won't unlock that time, sigh.
That's a really really cool response to the criticisms.Related, dev comment in the devlog
Yea the Rock Paper Shotgun review has turned me off.
Sloppy controls + random enemies + distant checkpoints = No bueno
EDIT: Stuff like this
Is just all the no.
Adding shelters is actually the exact thing I think the game needs, they feel a little bit too sparse right now.
You should watch some of the interviews with Joar. He always comes across as very personable, and passionate about the project. There are some devs I love to hear talk about games, and he's one of them (Jonathan Blow and Inkle devs are a few of the others)The dev's charm and dedication to their game have really made me feel comfortable about the future of it, so I'm fine with it releasing the way it is now.
This excerpt from the Waypoint article talks about the dev's approach to AI.The AI is really interesting. Can't quite explain why. It feels unique.
There are two ideas that started off as embryos at the beginning of Rain World's development that led to its current form. The first is found in Jakobsson's approach to engineering the AI for the game's creatures. "Instead of thinking 'how can I make this creature act and serve as an obstacle in the game' I went at it from the angle 'how can I make this creature behave in such a way that it can find food and move around and get back to its home before the night comes'," Jakobsson tells me. "So instead of the AI creatures just existing as a player obstacle, they exist in their own right, they exist there for themselves."
Compare this to the AI that drives the enemies in, say, a typical stealth game and the difference becomes clear. There are no patrol paths to learn or instant failures upon being spotted as you try to sneak past an enemy in. It instead creates living systems that react dynamically with both the slugcat and each other. As Therrien adds, "all of the creatures in the world exist perpetually. So outside of your frame they're all still alive," he says. "They're hunting food, they're getting into territorial fights, they're finding new shelters and homes and stuff like that. So you're just sorta navigating this chaotic, roiling, alive ecosystem."
I'm surprised this thread is moving so fast. Indie game threads can be hit or miss on GAF. Hollow Knight went a page and a half in a day; this one is already almost at 5 pages
Can't wait