Lisgen Posted June 11 Share Posted June 11 Here are some of my admittedly immature suggestions regarding side-scrolling combat and action gameplay. This does not include buildcrafting, since I’ve only tested the current beta experience. Maybe I just haven’t explored the systems deeply enough yet, but honestly, fighting enemies in this game feels like combat in Don't Starve Together — hit a few times, dodge, then repeat. The level design feels like it lacks proper “gatekeeper” enemies. Nearly every area is populated by either standard mobs or buffed-up versions of the same mobs, which makes progression feel less distinct. To me, it feels like the boss design philosophy of DST was transplanted into Furnace Forest, resulting in something that feels more like a small-scale indie-style experience — while still being sold at a pretty expensive price. I wonder if adding unique weapon skills could make combat more engaging. For example, in Dungeon & Fighter (DFO), each main class branches into multiple subclasses, and each subclass specializes in different weapons and armor types. Every class also has many skills, which can be activated through hotkeys or directional inputs combined with attacks. Many armors in the game feels like one-off gear made to deal with specific map mechanics, with little reason or desire to ever use it again afterward. the weapon system feels underdeveloped. The weapon combo system feels far too barebones. In practice, it’s basically just different flavors of normal attacks, and most of the power progression seems to revolve around buffing those same basic attacks.It would be great if the game had some flashy ultimate skills / special moves. Take summons as an example: instead of only summoning creatures through certain event triggers, why not let players directly summon them via skills or key inputs? The game could even include weapons like staffs that directly summon creatures. Summons themselves could have basic attacks and unique abilities. Another example would be elemental charge effects. Instead of relying on passive effects, weapons could have active skills that temporarily imbue them with elemental properties. This kind of system could be expanded much further, allowing for synergies between electricity, poison, fire, ice, and other elements. Link to comment https://forums.kleientertainment.com/forums/topic/172082-my-thoughts-after-playing-the-beta-for-a-few-hours/ Share on other sites More sharing options...
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