Hello all
I’ve spent a few hours with your game and in the spirit, I hope, of constructive feedback, I thought I might offer some observations.
Note: I’m probably not a typical user (or maybe I am), I’m in my 50s, a quite senior professional in my field, a dad and I’ll be honest, have a sufficient disposable income that price points are less of an issue for me, so do bear that in mind.
I like your game. I’m on the verge of loving your game, but at the moment, I like it, I like it enough to have spent the bulk of my free time since release playing it and I don’t, for a second, regret pre-ordering.
What I like
The setting and production are first rate. I’m normally a gameplay fiend, actually, but you’ve created a setting that is compelling to me, and followed it through. Atmosphere, soundtrack, dialogue, plot all hit the right spots for me and speak of people who love the genre and are respectful but playful with conventions. I can see how this setting might not be to everyone’s taste, though – 30s pulp is perhaps not exactly precision-tooled to hit the tastes of younger gamers, more, arguably, to that of their dad (did I mention I’m a gamer dad?)
The characters are great. I like them, I want to know their stories, I care about them (even though they are scoundrels). Their voice acting is on point, and I love the way they reflect genre archetypes but in a sometimes playful way. Ingrid is the femme fatale par excellence, you just know sometime in her past there is a downtrodden private eye (the one archetype you unaccountably missed) whose encounter with her starts ‘this dame walks into my office and I knew she was trouble’. Maybe that trouble is why he isn’t here now. Not encountered everyone yet, but particularly liking our jolly hockey-sticks Parmina, whose expressions of delight when she gets one of the Undrawn Hand means I am now compelled to use her to pick everything up.
In short, this is quality pulp, with larger than life figures battling an ancient threat. I like them, I want to know what happens next.
It isn’t very buggy, the only gameplay bug I’ve come across is the one time I found a lowerable ladder nobody could lower it. They’re rare enough that it makes me think that they may have supposed to have been cut as it didn’t go anywhere I couldn’t access otherwise, but thought I’d flag that up.
I have a decent rig, but there’s the odd graphical glitch and at one point the sound distorted – I actually noticed that more as I think the soundtrack and voices are really good.
You’ll notice I haven’t mentioned gameplay yet – it’s….pretty good? The stealth bits do their job, but can feel a bit sluggish; it feels as if movement rates are a bit slow, especially when a map has been cleared and you’re scavenging for goodies. I’m liking the combat and I especially like that the characters are all palpably different – switching from my speedy pal Lateef to Parnima as my sneak was very a real change, as was swapping Eddie’s excellent offence for Ana Maria’s quality support, and that means different play styles. I am not sure that there are any step changes in innovation here but it’s solid and fun. Character skills trees work so far for me, Ingrid feels palpably different and more effective with a few points in her skills, for example.
Where the setting + design is a very good 9/10, I’d give the gameplay a solid 7.
What I don’t like
Some of this is speculative, bear in mind, and some of it may change as I proceed through the game.
I like the idea of the Undrawn Hand, but it doesn’t quite work for me in practise. The issue is that the cards are a mix of dull (oh look, I can get an admittedly-regenerating grenade to put on my characters which I won’t use because I’ve spent XP on cool skills I’ll use instead), clearly-designed-for-specific-characters ‘so I can turn Ana Maria into a vampire revolutionary nun with a machine gun? Sign. Me. Up’ and rank bad choices (no, I am not going to take a card that takes my health if I use my full move, and nor is anyone else). And then you make the draw completely random, but it’s save-scummable. All you have to do is save just before you exit a mission, reload and poof, the Undrawn Hand is Undrawn and you can get a reroll. Want to get Ingrid that neat ranged attack (you probably do)? Or Ana Maria the ‘regain health if you hit a bleeding character and by the way you can cause bleeding already' (yes, you absolutely do)? Ride the reload button a bit.
In game, the Undrawn Hand is supposed to respond to the characters actions, but I don’t see that it does (maybe it does, but not much). It would work better if there was a way to influence what comes up and if the dull options were more interesting. Use Lateef a lot? Get mobility-related cards. Use grenades a lot – yeah, sure, get Manticore and Salamander. Buff a lot – get Herald (this one is one of the good cards). Appreciate this is probably difficult in game design terms at this point though. In addition, the costs for upgrading are too high compared to the rewards for trashing the cards, and there is, alas, no way to save a good card that would be ideal for a companion you haven’t got yet, which seems an oversight. I can see that you want an element of randomness here but actually, the Hand is fun and this is actively making it less fun.
The way the Clock and missions are structured means that actually it may not make sense to get any more companions once you have 4, since you can only run one main mission and one intel mission a week. Yes, you might get one wounded, but you can reload, and yes, I think you’ve put in penalties for reloading a mission and we will certainly get onto that. I can understand in game reasons why only one mission - there is only one Captain Nicky (by the way, I love the sneaky blighter with his cynicism and his spiv's moustache).
The companions are a major strength of the game and there should be clear, obvious in-game bonuses to setting aside that clock-busting mission to fetch a big Russian bruiser who won’t be as good at stuff as the characters I’ve spent time developing and kitting out. I do like that there’s a choice, but the way this game is, is that it gives you a choice between a good bit of the game or a less good and then penalises you for doing the bits you as developers should be particularly proud of.
A better way to do this would have been, in my view, to make the bonuses for getting characters better (even if it’s just setting one of the clocks back further) but then for them all to have their own missions with their own rewards that have to be balanced against the main event. Maybe you do this already, but if you don’t, then imagine I decide I want to bring in Fedir, and the game doesn’t hammer me for it, but now I’ve got him missions will pop up that maybe modify his Undrawn Hand or give him extra skills or good kit but which are also less good for the whole preventing Doomsday thing. This plays into the idea of the Lamplighters being a colourful but slightly amoral and self-serving bunch with their own agendas and gives you a chance to reward players for engaging with the gang – even if those rewards are double edged, but it also steers you back into the characters themselves.
So, this cuts to the other issue I have. You’ve developed engaging, interesting characters. And you want us to treat them as essentially disposable. Lots of mechanics around reviving wounded characters, or dead characters, or special cards for characters who have stress breaks. Many of us aren’t going to encounter them because we’re going to reload. A lot. And unless I am mistaken, you’ve put penalties in for reloading. I’ve noticed rewards that were Aether in first pass become Lore after a reload. Either that’s a bug, in which case please fix it, or it isn’t, in which case please fix it.
The penalty for reloading a level is that you have to reload the level. That’s all the penalty there is and all the penalty there should be. That goes double if you’re restricting the supply of a crucial, hard-to-find material. Yes, you have developed exciting mechanics for when a mission goes south, but you shouldn’t be trying to force players into those mechanics, particularly not when they’ve grown attached to those characters, as you have intended us to. It is the nature of this kind of game that people save and reload; they’re interesting, intricate puzzles that at least feel ultimately soluble, and the more saving and reloading they’re doing the longer they are spending on your game. And when you have developed likeable characters, don't restrict players who respond to them as you have designed them to do.
Sorry, this is v long, but hopefully it's readable + useful. I have really enjoyed the time I’ve spent in your world and hope to enjoy it more. Thanks, and well done.
(edited because although an ostensibly-functioning adult I seem unable to use the right vocabulary in some portions of the text)
I’ve spent a few hours with your game and in the spirit, I hope, of constructive feedback, I thought I might offer some observations.
Note: I’m probably not a typical user (or maybe I am), I’m in my 50s, a quite senior professional in my field, a dad and I’ll be honest, have a sufficient disposable income that price points are less of an issue for me, so do bear that in mind.
I like your game. I’m on the verge of loving your game, but at the moment, I like it, I like it enough to have spent the bulk of my free time since release playing it and I don’t, for a second, regret pre-ordering.
What I like
The setting and production are first rate. I’m normally a gameplay fiend, actually, but you’ve created a setting that is compelling to me, and followed it through. Atmosphere, soundtrack, dialogue, plot all hit the right spots for me and speak of people who love the genre and are respectful but playful with conventions. I can see how this setting might not be to everyone’s taste, though – 30s pulp is perhaps not exactly precision-tooled to hit the tastes of younger gamers, more, arguably, to that of their dad (did I mention I’m a gamer dad?)
The characters are great. I like them, I want to know their stories, I care about them (even though they are scoundrels). Their voice acting is on point, and I love the way they reflect genre archetypes but in a sometimes playful way. Ingrid is the femme fatale par excellence, you just know sometime in her past there is a downtrodden private eye (the one archetype you unaccountably missed) whose encounter with her starts ‘this dame walks into my office and I knew she was trouble’. Maybe that trouble is why he isn’t here now. Not encountered everyone yet, but particularly liking our jolly hockey-sticks Parmina, whose expressions of delight when she gets one of the Undrawn Hand means I am now compelled to use her to pick everything up.
In short, this is quality pulp, with larger than life figures battling an ancient threat. I like them, I want to know what happens next.
It isn’t very buggy, the only gameplay bug I’ve come across is the one time I found a lowerable ladder nobody could lower it. They’re rare enough that it makes me think that they may have supposed to have been cut as it didn’t go anywhere I couldn’t access otherwise, but thought I’d flag that up.
I have a decent rig, but there’s the odd graphical glitch and at one point the sound distorted – I actually noticed that more as I think the soundtrack and voices are really good.
You’ll notice I haven’t mentioned gameplay yet – it’s….pretty good? The stealth bits do their job, but can feel a bit sluggish; it feels as if movement rates are a bit slow, especially when a map has been cleared and you’re scavenging for goodies. I’m liking the combat and I especially like that the characters are all palpably different – switching from my speedy pal Lateef to Parnima as my sneak was very a real change, as was swapping Eddie’s excellent offence for Ana Maria’s quality support, and that means different play styles. I am not sure that there are any step changes in innovation here but it’s solid and fun. Character skills trees work so far for me, Ingrid feels palpably different and more effective with a few points in her skills, for example.
Where the setting + design is a very good 9/10, I’d give the gameplay a solid 7.
What I don’t like
Some of this is speculative, bear in mind, and some of it may change as I proceed through the game.
I like the idea of the Undrawn Hand, but it doesn’t quite work for me in practise. The issue is that the cards are a mix of dull (oh look, I can get an admittedly-regenerating grenade to put on my characters which I won’t use because I’ve spent XP on cool skills I’ll use instead), clearly-designed-for-specific-characters ‘so I can turn Ana Maria into a vampire revolutionary nun with a machine gun? Sign. Me. Up’ and rank bad choices (no, I am not going to take a card that takes my health if I use my full move, and nor is anyone else). And then you make the draw completely random, but it’s save-scummable. All you have to do is save just before you exit a mission, reload and poof, the Undrawn Hand is Undrawn and you can get a reroll. Want to get Ingrid that neat ranged attack (you probably do)? Or Ana Maria the ‘regain health if you hit a bleeding character and by the way you can cause bleeding already' (yes, you absolutely do)? Ride the reload button a bit.
In game, the Undrawn Hand is supposed to respond to the characters actions, but I don’t see that it does (maybe it does, but not much). It would work better if there was a way to influence what comes up and if the dull options were more interesting. Use Lateef a lot? Get mobility-related cards. Use grenades a lot – yeah, sure, get Manticore and Salamander. Buff a lot – get Herald (this one is one of the good cards). Appreciate this is probably difficult in game design terms at this point though. In addition, the costs for upgrading are too high compared to the rewards for trashing the cards, and there is, alas, no way to save a good card that would be ideal for a companion you haven’t got yet, which seems an oversight. I can see that you want an element of randomness here but actually, the Hand is fun and this is actively making it less fun.
The way the Clock and missions are structured means that actually it may not make sense to get any more companions once you have 4, since you can only run one main mission and one intel mission a week. Yes, you might get one wounded, but you can reload, and yes, I think you’ve put in penalties for reloading a mission and we will certainly get onto that. I can understand in game reasons why only one mission - there is only one Captain Nicky (by the way, I love the sneaky blighter with his cynicism and his spiv's moustache).
The companions are a major strength of the game and there should be clear, obvious in-game bonuses to setting aside that clock-busting mission to fetch a big Russian bruiser who won’t be as good at stuff as the characters I’ve spent time developing and kitting out. I do like that there’s a choice, but the way this game is, is that it gives you a choice between a good bit of the game or a less good and then penalises you for doing the bits you as developers should be particularly proud of.
A better way to do this would have been, in my view, to make the bonuses for getting characters better (even if it’s just setting one of the clocks back further) but then for them all to have their own missions with their own rewards that have to be balanced against the main event. Maybe you do this already, but if you don’t, then imagine I decide I want to bring in Fedir, and the game doesn’t hammer me for it, but now I’ve got him missions will pop up that maybe modify his Undrawn Hand or give him extra skills or good kit but which are also less good for the whole preventing Doomsday thing. This plays into the idea of the Lamplighters being a colourful but slightly amoral and self-serving bunch with their own agendas and gives you a chance to reward players for engaging with the gang – even if those rewards are double edged, but it also steers you back into the characters themselves.
So, this cuts to the other issue I have. You’ve developed engaging, interesting characters. And you want us to treat them as essentially disposable. Lots of mechanics around reviving wounded characters, or dead characters, or special cards for characters who have stress breaks. Many of us aren’t going to encounter them because we’re going to reload. A lot. And unless I am mistaken, you’ve put penalties in for reloading. I’ve noticed rewards that were Aether in first pass become Lore after a reload. Either that’s a bug, in which case please fix it, or it isn’t, in which case please fix it.
The penalty for reloading a level is that you have to reload the level. That’s all the penalty there is and all the penalty there should be. That goes double if you’re restricting the supply of a crucial, hard-to-find material. Yes, you have developed exciting mechanics for when a mission goes south, but you shouldn’t be trying to force players into those mechanics, particularly not when they’ve grown attached to those characters, as you have intended us to. It is the nature of this kind of game that people save and reload; they’re interesting, intricate puzzles that at least feel ultimately soluble, and the more saving and reloading they’re doing the longer they are spending on your game. And when you have developed likeable characters, don't restrict players who respond to them as you have designed them to do.
Sorry, this is v long, but hopefully it's readable + useful. I have really enjoyed the time I’ve spent in your world and hope to enjoy it more. Thanks, and well done.
(edited because although an ostensibly-functioning adult I seem unable to use the right vocabulary in some portions of the text)
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