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If you have some feedback about the game, leave it in this thread, please use [SPOILER] when needed! :)

I'll start this thread out:
- A Borderless Full Screen (Fake Full Screen) option would be a nice addition to the setting
- [SPOILER] In the diary the "Old Entries" have some torn out pages, it would be nice if the game would only show the torn out sprites when there's a torn out page between two pages, currently it's a bit confusing (hard to know where are the gaps )
1. missing an object text (like inventar objects) if I point on room objects with the cursor

2. I miss a cursor/focus pixel (like in the Sierra adventures) if I use an object from the inventory with a room object. It is very hard to point on small room objects with a huge inventory object in the hand (like the key and the drawer)... there is no feedback, no highlightning and no object text. For the user it is hard to see what is going on: does the action not work? Or I just did not hit the right pixel?
Post edited March 03, 2018 by Lebostein
- The sliders in the "Sound" menu work really weird, it feel like they stuck until you snap them away, I don't really get it, would be nice if they were more responsive.
- Add a hint system, it would be nice to have hints when you get stuck (optionally)
- Add patch notes to the GOG version, it's not great to receive a patch and not know what changed
- I know i mentioned this in another thread but wanted to leave it here as well, please consider changing your plan about how you want to release new content, I really feel like a constant flow of chapters would be a lot better than your current plan, so release a chapter when it's done. Not only that it would give a nice episodic feel while the game is in development, but we would be able to provide you with feedback before the full release
I just finished the first chapter, and it while at times it was a bit frustrating at times I throughly enjoyed it. The artwork and music were very well done, and the animations of the characters were very smooth. I was impressed by how expressive Leah could be given the 90s pixel look.

Like Lebostein already said, I would like to see a cursor pixel when attempting to use an inventory item with another object in the room (like the stove). It would make the gameplay smoother so we would not have to use trial and error so much.

The only negative I really noticed was that in some dialog there seems to be missing words or awkward phrasing. I attached an example. I think "life" should be between "whole" and "flying". The dialog and journal entries could use some smoothing out to make it sound better.

All in all it's a great start. The game itself reminded me very much of the point and click adventure games of the past, like The Dig and Sam and Max Hit the Road. I eagerly await the next chapter :)
Attachments:
Post edited March 03, 2018 by Firefox31780
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xKeiro: If you have some feedback about the game, leave it in this thread, please use [SPOILER] when needed! :)

I'll start this thread out:
- A Borderless Full Screen (Fake Full Screen) option would be a nice addition to the setting
- [SPOILER] In the diary the "Old Entries" have some torn out pages, it would be nice if the game would only show the torn out sprites when there's a torn out page between two pages, currently it's a bit confusing (hard to know where are the gaps )
1. That's a really nice idea. Thanks!
2. We're aware if this thing and are planning to fix it with the nearest update.
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Lebostein: 1. missing an object text (like inventar objects) if I point on room objects with the cursor

2. I miss a cursor/focus pixel (like in the Sierra adventures) if I use an object from the inventory with a room object. It is very hard to point on small room objects with a huge inventory object in the hand (like the key and the drawer)... there is no feedback, no highlightning and no object text. For the user it is hard to see what is going on: does the action not work? Or I just did not hit the right pixel?
2. You can turn on the highlighting of the items when they are over the active areas in the preferences. But there aren't really any active zones that are easy to miss with an item (well, except for the rabbit, but it's hiding).
Post edited March 04, 2018 by Gingertips
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xKeiro: - The sliders in the "Sound" menu work really weird, it feel like they stuck until you snap them away, I don't really get it, would be nice if they were more responsive.
- Add a hint system, it would be nice to have hints when you get stuck (optionally)
- Add patch notes to the GOG version, it's not great to receive a patch and not know what changed
- I know i mentioned this in another thread but wanted to leave it here as well, please consider changing your plan about how you want to release new content, I really feel like a constant flow of chapters would be a lot better than your current plan, so release a chapter when it's done. Not only that it would give a nice episodic feel while the game is in development, but we would be able to provide you with feedback before the full release
1. We know about this problem and are trying to fix it.
2. There are hints there. And there will be even more soon - as we make the next update with Leah's reactions. But we didn't plan to have a separate hint system. We have a smart coursor mode in the preferences, though. It highlights only the zones that you need to interact with in order to advance in the game, not every active zone. That might help.
3. Yes, next patches will have detailed descriptions.
4. We haven't changed our plans for releasing. But if we do, it'll surely be in the news.
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Firefox31780: I just finished the first chapter, and it while at times it was a bit frustrating at times I throughly enjoyed it. The artwork and music were very well done, and the animations of the characters were very smooth. I was impressed by how expressive Leah could be given the 90s pixel look.

Like Lebostein already said, I would like to see a cursor pixel when attempting to use an inventory item with another object in the room (like the stove). It would make the gameplay smoother so we would not have to use trial and error so much.

The only negative I really noticed was that in some dialog there seems to be missing words or awkward phrasing. I attached an example. I think "life" should be between "whole" and "flying". The dialog and journal entries could use some smoothing out to make it sound better.

All in all it's a great start. The game itself reminded me very much of the point and click adventure games of the past, like The Dig and Sam and Max Hit the Road. I eagerly await the next chapter :)
Thanks a lot! We're really glad you liked it.
The game has just a huge amount of text materials and it's really easy to miss something. We're trying to correct all the errors and mistakes we and our players find. They'll be fixed with the next update.
Post edited March 04, 2018 by Gingertips
Not a bug, minor user experience issue. In menus clicking on any part of button just cycles throughout available options. For me it would be more consistent experience if clicking on button's left tip would select previous state. Like on the screenshot below I'd suppose switching to "low" when clicking. Or maybe not to draw those "tips" at all, because they might be confusing... they were for me at least.
Attachments:
rpdjoqu.png (40 Kb)
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ssv_170379: Not a bug, minor user experience issue. In menus clicking on any part of button just cycles throughout available options. For me it would be more consistent experience if clicking on button's left tip would select previous state. Like on the screenshot below I'd suppose switching to "low" when clicking. Or maybe not to draw those "tips" at all, because they might be confusing... they were for me at least.
No, my friend. The "tips" on either side of each option wasn't just confusing for you :) I quickly figured out they were for decoration, but they do look rather misleading.
Thank you. We've noitced before that these decorations confuse lots of people, so we've decided to remove them in our next update.
Overall:

I love this game! It was a lot of fun playing the first chapter, and the story so far is heartwarming and very charming. I can't wait for the next part!

Engine:

(Linux) Would it be possible to make it so I can click outside the game window / on the second monitor in fullscreen mode without the game minimizing / stopping?

(Linux) The game does not remember the screen it was opened on when on a dual monitor setup. I can work around that, but it might be something to look into.

Handling:

Hovering over an inventory item shows the item's name in white, but without a black shadow/border. This can make it hard to read on a bright background.

It is a bit cumbersome having to pick up an inventory item and presenting it to Leah for inspection and information. Maybe a right click or a double click from inside of the inventory would make it easier.

Picking up an inventory item and clicking with it on the book or the menu "mask" just opens the book/menu, and then after coming back the inventory item is still attached to the mouse cursor. Maybe detach the item in this case.

Language:

I was going to post a list of issues with the German (and probably English) translation, but grabbing screenshots and re-typing what's on the screen without adding even more mistakes is proving very tedious.

The German translation has a very distinct "Austrian" feel to it, not quite "Standard German". The translation itself is very good and witty, just feels odd with the dialect.

For example: "Zuckerl", "herzig", "verräumen", "mundet" ... these are all words nobody would use in everyday Grman, unless you live in southern Bavaria or Austria.

I would love to help straightening up at least the German language because the translation itself is really good, it just suffers from numerous typos, duplicated bits and general usage of "dialect" instead of straight German. Would there be any way for me to grab a copy of the text you use and come back with corrections?

SPOILER BREAK --- SPOILER BREAK --- SPOILER BREAK --- SPOILER BREAK --- SPOILER BREAK

Story:

When we meet Gamma the first time, she says Leah was no longer a "little wolf", and later, when she sends her off to Corsak, she says she was "only a little fox back then". This seems a little odd, although one could attribute this to an old woman's fading memory.

Puzzles:

I am not sure if it was my mistake, or if smashing the radio with the hammer did not work the first time I tried it. It took me quite some time before I tried this again, and then it suddenly worked.

Trying to lure the cat away from the catnip, I tried feeding the pie to the cat directly, and Leah said something that sounded like this was the right thing to do, but in reality the solution was something else. This was very confusing.

Is it meant to be that Corsak gives us oil for both the piece of pie and the gold coin?

Having to heat up the fertilizer wasn't really easy to figure out, that might need a bit of a stronger hint from Leah when she applies it to the tree.

Easter Eggs:

Kudos for making the frogs RRRIBBIT and chasing the dragonflies around :-)
Post edited March 05, 2018 by eisfuchs
[SPOILER]

Story:

Leah thinks the soup on Corsak's stove smells good and is probably tasty, until he tells her it's poisonous. But when we sniff it again, she again thinks it smells good and should taste good as well. Maybe she should remember not to touch it after Corsak explained it to her.
Hello and thank you for such a big feedback.
On Engine

- capturing of the coursor in the game window has already been realised and will be in the next update (that's going to be this week)
- We'll think of how to make dual monitor support on our side, but it can be the GOG overlay issue or just the system's trouble with remembering the screen.

Handling
- We don't have bright areas on the screen and we don't plan to have any, but we'll keep that in mind.
- We're using one and the same method of interacting with areas and characters in the game: you chose an item and use it on the area\character\another item.
- Thanks for this comment. Yes, we can do detaching an object like it is now when crossing between the locations.

Language
We actually like our German translation. It is praised by numerous players and those dialect words give a certain charm, as we think.

Story
- That phrase sounds pretty clear in the original. Grandma didn't mean Leah was a wolf cub (obviously she's a fox), she means that Leah as a child was grey and ressembled a wolf cub (actually little foxes really have grey fur) contrary to her current fiery-red color.

Puzzles

- We should've made Leah say something like "It didn't work out for the first time" (because it doesn't in the game), thanks!

- and we'll check that comment on pie, too. It could really be misleading. Thanks again.

- you could use a coin in other ways in the game, and then you could trade a pie for an oil. These items can be used any time in the game to get a bottle of oil.

- We'll check that fertilizer. too. Thank you.
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eisfuchs: [SPOILER]

Story:

Leah thinks the soup on Corsak's stove smells good and is probably tasty, until he tells her it's poisonous. But when we sniff it again, she again thinks it smells good and should taste good as well. Maybe she should remember not to touch it after Corsak explained it to her.
This is not a bug. That is a Sarcasm test)))
Post edited March 06, 2018 by Gingertips
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Gingertips: ...But there aren't really any active zones that are easy to miss with an item (well, except for the rabbit, but it's hiding).
So this is intended that we can't see twinkle star in [ SPOILER ] "rabbit jumps out from behind the tree" [ /SPOILER ] spot in easy mode? I hope he is not crucial for the chapter completion (i didn't finished it yet), because it's next to impossible to run onto him when you used to rely on those stars.
Post edited March 06, 2018 by ssv_170379
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Gingertips: ...But there aren't really any active zones that are easy to miss with an item (well, except for the rabbit, but it's hiding).
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ssv_170379: So this is intended that we can't see twinkle star in [ SPOILER ] "rabbit jumps out from behind the tree" [ /SPOILER ] spot in easy mode? I hope he is not crucial for the chapter completion (i didn't finished it yet), because it's next to impossible to run onto him when you used to rely on those stars.
[ SPOILER ] The rabbit is not crucial at all. But we'll add some interaction with it later. [ /SPOILER ]
Post edited March 06, 2018 by Gingertips