Onirism

Onirism

K 21 Nov, 2024 @ 12:45pm
Feedback to developers about the gameplay
Thank you for stopping by. I apologize for any mistakes. I used deepl to translate.

Hi. First I want to thank the developers for continuing to make this game. It is an interesting and exciting project.
I “completed” this game about 3 years ago and now decided to do a 2nd run from scratch, on a higher difficulty. A lot of new stuff has been added and it's great! From what I've noticed so far. There are more voiced lines of dialog, a new location, more weapons, gadgets, costumes, some cosmetic improvements and tweaks. That's really great!
Unfortunately, the key points that ruined the experience before still haven't changed in any way.

I am well aware that developing a game with a small team is a major challenge. This game already has a solid foundation, but something is missing. I would like to point out a few things, the addition of which, in my opinion, would seriously improve the gameplay and experience for a new player.

1. Map.
When you go exploring in an unfamiliar area. One of the key things you need is a map. This is an exploration game and there is no map. And the first location Chroma Fall is quite difficult to navigate. There are too many tall trees and rocks that make it hard to see tall landmark buildings (like the mill).

1.1. A diary or quest list.
They're vital. Seriously. A game about exploration with large locations without a diary with information about current quests is the issue.
Example 1. When I got to the Windy Meadows now I encountered a problem. From the cutscene I remembered. I need to turn on some generator > it will turn on the elevator > I can get to the next location. Okay. After turning on the generator and arriving at the elevator I find that there is a 2nd elevator and it is not working. The interaction marker on the lever is active, but it does not work. My first thought is a bug. I have to go to the Internet and look at what's going on. Turns out there is a second generator.
If there was a diary this problem wouldn't arise. Or at least add a comment from Carol when you try to press the button that there is no power and she needs to activate the generator in the corporation building
Example 2. I made it to the frosty peaks. I'm shown a cutscene where I have to do something. Okay. I save the game and quit. I take a break for a few days. I decide to continue, and here's the question. What was I supposed to do? I walk up to the same character who told me this. But they're not talking. So I literally have no way of knowing what I'm supposed to do now. I have to go back to the internet. Again, this wouldn't happen if there was a diary OR if key characters had lines to remind the player what needs to be done and what has already been done.
If adding a map is a serious problem for some reason, I'd like to suggest an alternative. Add a new “Compass with diary” feature. If it is not desirable to add new control buttons (which can only be for one reason - controllers), then you can add this as a new weapon.
It would work like this. Put markers with a mini-icon on important places and landmark buildings. When the player selects "Compass with diary" as an active weapon will be the following:
- Carol's X,Y coordinates will be displayed
- The display of these landmark markers with icons + distance to them will be enabled(When any other weapon is selected they will be hidden). The icons will change in size depending on the distance.
- If the player presses the LMB the diary page will open. For simplicity of implementation, so that you don't have to add pages, tabs and other functionality, each location will have its own diary. It will contain:
- a brief description of what needs to be done
- cross out already completed tasks
- display quest items, keys, weapon parts, etc. collected on this map. Pressing the LMB again will close the diary. You don't need to make it complicated and tricky. You just need it to display important information and track changes. I.e. help the player to understand what he needs to do to advance in the story.

2. Single character for all game modes
There's another great game from an indie team. Bloody spell. And what I especially like about that game is that the player has the same character for all game modes.
The beauty of this approach is that it gives a strong sense of meaningfulness to what we're gaining. It makes the whole game connected, rather than separate islands of content.
For example, I try to complete the hunt mode on max difficulty. I fail. I progress further through the story campaign. I gain +40 max xp + I have by default the pixie dash + double jump. I try to go through the hunt again. With these upgrades it's already easier and I manage to finish it and get the reward, which in turn I can use in the story campaign (rewards are next point).
And it is not necessary to remove pixie dash and other upgrades from the extra modes. There only need to add rewards that can be used in the story campaign.

3. Rewards.
At this point, the entire game is islands of content. You developers spend time and effort adding modes and maps to them and some of them do have interesting ideas and design.
But personally, as a solo player, I see no reason to play them. For example, I like the adventure map with spells. I get through it and that's it? No reason to go through it a second time. This could be fixed by adding rewards to the modes that can be used in the story campaign. A random set of rewards for each mode, containing unlockable costumes, weapons, for example. For the hunting mode, the rewards will be sets of pearls. This means that when clearing the hunt you will have a 60% chance of getting 200 pearls, 30% chance of getting 500 pearls and 10% chance of getting 1000 pearls. This will liven things up and add meaning to going through these extra maps.

4. Some things are not obvious.
I used to wonder why the witch sells the same weapons that we pick up as special offers. I thought it was a bug, they forgot to remove the selected weapons from the store pool. And only recently I noticed that these weapons have a different coloring. They are improved versions. This nuance should be made more obvious by adding to their names for example Mk2.

5. Dreamstones are useless.
This is probably the 2nd biggest disappointment so far. Doing these jump puzzles takes time and effort, and the reward is literally useless.
Any solution in this case would be better than nothing. There should be an option to use Dreamstones in some way. Some suggestions:
- Make a rare series of weapons(Dreamweapons) for which the number of collected Dreamstones would work as max ammo. The ammo would slowly passively recharge. For example the Dreambazooka, which will fire cluster bombs. But it will also consume 5 rounds of ammo per shot. Which means that the player needs to collect at least 5 Dreamstones to fire it at least once. Or the new bunnymancer staff could well use them instead of batteries.
- Make a growing passive bonus that will increase with each new collected Dreamstone. For example. Each stone gives +0.1/sec to HP regeneration and 0.5% gadget recharge acceleration. I don't know how many Dreamstones are available right now, but I currently have 14, so that would give me 1.4 HP per second and 7% recharge acceleration. Doesn't really break the balance, in my opinion, but definitely makes you realize they're worth collecting.
- A certain number of stones unlocks passive skills, like 10% chance to avoid damage, reduces damage received by 5%, headshots restore 2hp, etc.
- Or remove them altogether and instead of Dreamstones scatter rare weapons, gadgets and upgrades in dungeons.

6. Replace falling into the abyss with a throwback to a safe point instead of instant death. Safe point will be made every 3 sec when the animation of standing, running or idle is playing
+ add a teleport spell to the last visited witch, as it is not uncommon to get stuck during exploration (which most often happened in the swamp and in the tree tops).

7. Need more gadget slots. Some gadgets you want to take with you just because they are fun (Jetpack), and some you have to take just because they are useful (missile turret).
To avoid adding more buttons, the following options exist:
- The “Hold button and press button” feature. For example. When the player press Q the №1 gadget is used, when the player holds down Q for 1 sec the №2 gadget is used. Same with the 2nd button, which activates gadgets №3 and №4.
- Pie menu. Holding Q causes a pie menu with X number of gadgets. A quick press activates the gadget.
We get more slots for gadgets, which will greatly expand the interesting combinations and justifies buying them. Example. Atomic gadget is a cool thing, no doubt, but the huge cooldown makes it useless. But if we have our 2 main gadgets and 2 additional gadgets, Atomic tool can be considered as a good choice for an emergency.
Last edited by K; 21 Nov, 2024 @ 3:50pm
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Showing 1-10 of 10 comments
K 25 Nov, 2024 @ 5:07pm 
Okay. 26 game hours later, the kraken is defeated and it looks like, as before, this is the end of the game.
So I'll add one more point.
8. New Game+.
After the final cutscene, add a NPC with a message like this “Congratulations, you have reached the finale of the current story campaign. While we are working on the sequel, we suggest you try a different difficulty. You will keep all the items you have collected. Would you like to change the difficulty and start a new game+?”
If the player agrees, he chooses the difficulty and starts over. If he refuses, he remains on the map to continue exploring with the possibility of talking to the same NPC later to start NG+.
The point is that now, after defeating the kraken there is no reason to explore or collect anything. Why, if the game is already over? And NG+ will give the meaning to use all the gadgets and weapons that the player has collected.
Last edited by K; 25 Nov, 2024 @ 5:08pm
Jack.K Drack 28 Nov, 2024 @ 2:32am 
" And the first location Chroma Fall is quite difficult to navigate."

Chroma falls was entirely redesigned(and to a degree i still miss the old one for that classic PS2 plateformer vibe), but more objectively from a design stand point it's better: it has landmarks for navigations, and zones are color-coded for convinience.

This kind of design in the 2000s was sufficient for a 5 years old to go around in many open-ended games and still; every now and then i like going to the Onirism forum to remind myself that the game industry has conditioned gamers to hand-holding too much. And i have indies to thank(shoot out to Delusion Dread and/or the incoming Wayward Realms, or that one game inspired by Morrowind and New Vegas still in developpement) for going back to the old days of Morrowind when you didn't have a navigation point to ruin its open world traversal.

A map would optionaly be nice, but it's still in the work; and i hope it's not gonna be one that insult the player's intelligence.
nonamewtff 12 Jan @ 10:22am 
This comment right here, 100% agree. Just wanted to write an essay myself about how I miss a map and quest log, but looks like you already did it. Nice one
Originally posted by Jack.K Drack:
" And the first location Chroma Fall is quite difficult to navigate."

Chroma falls was entirely redesigned(and to a degree i still miss the old one for that classic PS2 plateformer vibe), but more objectively from a design stand point it's better: it has landmarks for navigations, and zones are color-coded for convinience.

This kind of design in the 2000s was sufficient for a 5 years old to go around in many open-ended games and still; every now and then i like going to the Onirism forum to remind myself that the game industry has conditioned gamers to hand-holding too much. And i have indies to thank(shoot out to Delusion Dread and/or the incoming Wayward Realms, or that one game inspired by Morrowind and New Vegas still in developpement) for going back to the old days of Morrowind when you didn't have a navigation point to ruin its open world traversal.

A map would optionaly be nice, but it's still in the work; and i hope it's not gonna be one that insult the player's intelligence.
The story isn't completed though. So there is no need for a NG+ atm. Although it would be nice for rewards from Tales to be the outfits and perhaps the weapons we don't get in the story mode. Also it would be nice if we could find outfits in chests instead of just weapons and money. I rarely spend my money cuz I got all the weapons I want, and there is only a very small handful of outfits I like. Most of them being from Tales.
Kesvalk 14 Jan @ 12:44am 
i completely agree on the rewards part, as it is now, the arcade modes have no appeal to me, they really need to connect the arcade to your save and give you rewards for completing it.
Rik P. 8 Feb @ 10:00am 
Guys! I have just found a short clip that looks like a demonstration for a functioning map!!!

The featured area is Windy Meadows. Panning and zooming possible. Icons for ammo refill stations, savepoints and Raggs's shop. Stylized yet pretty detailed depiction of the area's topography. Very neat. Check it out:

https://i.4cdn.org/v/1739031683900639.webm

That's the kind of QOL improvement we need. Can't wait for the next update.
Last edited by Rik P.; 8 Feb @ 1:24pm
Pizzanami  [developer] 11 Feb @ 4:33pm 
Actually a map is coming, and while i can't see the post, i'm sure that clip is from me haha
thanks for the update, the map looks good. cant wait for the new update.
Rik P. 12 Feb @ 4:10pm 
Seems that post has been archived by now. I assumed, no, I hoped it was from you in the first place. Who else would have access to such a brand new feature after all.

This type of map is exactly what the game needs! Detailed enough to make it easy to navigate, and the visual style perfectly fits the game's graphics. You are doing amazing work.
just want to say amazing job to the devs, i played this game back in 2023 and the difference is like night and day <3 cant wait for future updates
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