- May 26, 2019
- 355
- 360
This second post of yours is actually much better than your first one. Want to know why?It was actually a serious post,Bright Memory was developed by a single guy but looks much more presentable sure you can argue doesn't have the story but some of it's mechanics are actually on point and feels tight and responsive and doesn't break completely if you happen to run it above certain fps threshhold . Graphical fidelity is probably 20 times higher than what this game has to offer .
The post was a little bit longer with few extra sentences to provide context what kind of gripes i currently have with the current build ,but somehow is seen as a negative as some people refuse to read anything longer than few sentences at best
The game is pretty decent for what it is ,it would have been nicer if we had more functional game engine that could take advantage of the current modern hardware .
1. I don't know if it's possible to be fixed if at all ,animations and game speed not being tied to fps ,sure it's not completely gamebreaking but annoying to say the least.
2. The way quests are structured is not very good since they have pacing issue ,there should be more intuitive way to make it more fluid and the way they are designed to be prompted in proper order,so you aren't flooded with 10 quests that you can tackle in any order you want but when you have certain elements tied to some quests that require certain order ,then those quests need to be available only if conditions are met not before hand .It just needs refinement not complete rebuild .
3. Some story triggers and requirements are so obscure and not explained anywhere well ,there aren't many like this but without actually reading through the WT posted on the first page not a lot of players would be able to trigger them consistently .
4. The UI/UX design needs a few tweaks to add some extra functionality on certain sections (the tia village i'm looking at you prime suspect) ,Like when you're on the build menu ,add the option to heal workers instead of having to jump through hoops would be a welcome change.+ having actual quickslots would be a nice addition instead of having to navigate from the atrocious inventory that doesn't even search function(which should be staple in clogged inventories + proper item tags to sort it .)
5. Better more detailed map that tracks npc locations and Better Quest Log,Allow me to explain.
If you're going to have quests that are dependant on a chains unless you make the quest not being available until the conditions are met,there is another solution to said problem,you will have to add the missing description in the questlog aka which conditions have to be met in order to complete it or move forward .
6.Some characters have a little bit of repetitive grind,like for example Mira's mother in order to corrupt her completely i have turbo speed farming her corruption 16-20 times before we're hitting all the scenes / or kate's corruption hitting 30+ yikes
p.s In case people misunderstood if i didn't like the game i won't even bother posting ,waiting patiently for the new 5.4.0 update so i can start yet again another playthrough ,Sorry for the longer-ish post but ,I'm a bit more passionate while trying to get my point across .
One last point,When the game is complete is it going to be available somewhere where i can buy it ,aka GOG/Steam
Very few games pique my interest to this extent and this developer deserves all the props for doing such a great job .
I don't like being on payroll subscriptions rather do one time purchase from a store and be done with it .
Because rather than complain about the game being not as polished or as good as various AAA games, your second post simply makes interesting critiques of and valid suggestions for this game.
The problem I (and probably many others) had with your first post isn't with its length (I'm well known for writing overly-long posts myself) nor with its mere attempt to critique a game we all love.
The problem with your first post was that nearly every complaint you made of A Struggle with Sin came with an unreasonable comparison to some professionally developed AAA game by a large corporation.
Ultimately, I actually (to some degree) agree with all of the six points made in your second post - from the need to better structure the quests and quest-lines to the desire to overhaul certain parts of the UI.
But we have to accept that the implementation of a lot of these requested improvements may be limited by the RPGM game engine that is being used.
Add in the fact that most of Chyos's fans would prefer that he spends his time creating/adding new content rather than perfect various game mechanics, and you have the predicament we find ourselves in.
You are not the first, and will not be the last, to make many of your suggestions.
Hopefully, in time, Chyos can take them into consideration and eventually implement them all.
Cheers!!!