Summer in Mara Prologue

Summer in Mara Prologue

Kaskya 3 Jun, 2020 @ 1:54am
General Feedback (Demo)
Absolutely love the game's genre, aesthetic, and just general tone. The issues I have below wouldn’t stop me from purchasing this game at all - but I just wanted to share the minor issues I had in playing the demo.

That being said - this is purely from the demo, a lot of the features in the main game may be altered or pending, so I apologise if anything here is only lacking due to it being the demo (for example the options are basically nonexistent but makes sense to reduce file size for a demo)

  • Options to include Camera Sensitivity/Resolution/DoF Strength
  • Changeable Keybinds for Controller (these were fine for me, but it should be an option for accessibility)
  • Being able to use D-Pad to move around in the menus
  • A Map/Compass for HUD (this may just not be in the demo) or on the start key menu which is unused in the demo (I do love the clean HUD so understandable for not wanting anything there)
  • Menu in the house is a bit confusing (I assumed workshop was for all crafting, the tool section seems unnecessary, at least in the demo)
  • Quest/Inventory Screen should have the non-active in a small/faded font so you know where LB/RB takes you. That menu could also be on the start button opposed/including the d-pad shortcuts
  • The tutorial/demo doesn't include shortcut keys prompts (when told to equip the hoe, for example, gave no prompt or instructions how)
  • Tutorial/Demo doesn't include a marker for Boat Fuel (this may be intended for exploration but probably best to include dialogue like 'you do remember where it is right' and Mara jokingly saying ‘of course!’ but not.
  • Locked Fishing Location - This was my only serious issue, seemingly not being allowed to fish anywhere in this stunning water based world is a real shame. Considering the mechanics for tools as well this felt really jarring to go from a selectable tool to a locked area (crafted the rod and then assumed it was a bug as I couldn't equip it like every other tool).

I really enjoyed the demo and can't wait for the full game. Thank you devs for your hard work and creativity.
Last edited by Kaskya; 3 Jun, 2020 @ 9:17am
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Showing 1-5 of 5 comments
FinalJ 3 Jun, 2020 @ 7:05am 
Agree with this. I played on Mouse and Keyboard and the controls for menus were very confusing.
FyreFoxx 3 Jun, 2020 @ 5:38pm 
I agree on many of your points. I'd like to add a few of my own, or comment more on others.

  • The game specifically tells you to use the Workshop to craft something (I think it was an Axe?), but you actually need to use the Tools section inside the house. I feel like having a Tools section and Workshop section is redundant, but perhaps later on when you get more recipes, this might make more sense?
  • The changing name of Yara. This was one of my biggest annoyances, surprisingly. Koa started calling her Yaya, but would randomly start using her last name instead and bounce between them without rhyme or reason. I understand at one point she says "Yes, Lady Haku" which seemed to be in a sort of "Oh, no, I really messed up" point in time in dialogue (you'll know the point in time I'm talking about when you get there), but Koa then precedes to switch between Yaya and Haku for the rest of the demo.
  • I get that it's a demo, but some better understanding of mechanics would be nice. As the OP stated, there's no prompts for how to equip tools at times, or explain how to do something, like watering the garden. (Although I did find out through experimenting that if you run with the bucket, you spill it faster, while walking slowly doesn't spill any. Nice touch, be nice if that was explained maybe.)
  • On the topic of watering, I realized there is also fertilizer in the game that was not touched upon. It seemed to work similar to water (bag that can spill the faster you walk) but there's no information on what it actually does to crops or how to use/get more. I am hoping this is further explained in the full game?
  • Planting the tree. Oh my goodness, this troubled me for a long time, trying to figure out WHERE I should be planting it (apparently anywhere is fine! Nice touch, again, be nice to be told that) and HOW to plant it. It's not the same as gardening and instructions on how to accomplish this would have been greatly appreciated.
  • Fishing from only one spot is slightly disappointing. I'm hoping this is only a demo reason. Screenshots showed Koa standing on a rock fishing from a pond, but the demo required you to click on a sign and fish from behind it.
  • The torch carrying part was also a bit confusing, going up the hill to lit the beacon, but easily figured out. (There's mini torches along the path to light and get a new torch from!) However, I did see a lot of people struggled on this. Will this be expanded upon in the full release?

I don't want to make this too long, or seem like I am complaining. I love this game already and I did back it on Kickstarter, so looking forward to the full release. I am just wondering which parts of the demo are going to remain in the full version, or if this was indeed the first 30ish minutes of the game.
Last edited by FyreFoxx; 3 Jun, 2020 @ 5:40pm
John 3 Jun, 2020 @ 9:53pm 
Can you let us go inside the house on full release?
Arysa01 29 Jan, 2022 @ 1:44pm 
Hi!
So I played the Demo and this is what I noticed:
An option with just "blur on" and "blur off" would be really nice.
Maybe you could give the mystical and magical door some mystical music to built some more atmosphere while being there. Maybe some more variety of music on mara all together, but that is nit picking on my part.
It would also be nice, if the range to interact with an object would be wider. Right now it is difficult to interact with some things (especially animals) because you need to be at just the right point to get the option to show up.
For the fishing tutorial it would be nice, if the game paused for the tutorial, so one has time to read the instructions and isn't panicked and clicks the instructions away, because everything already moves and you are afraid to not do the correct thing, which leads to not doing the correct thing... and maybe add some sort of highlighting for the object you are interacting with, because it is sometime difficult to read, what the interaction is for and would it make it more intuitive and easier to aim for the right object.
The jumping is too strong for the environment and seems too powerful for such a little girl.
Maybe add some way to permanently turn on the running, my finger was getting stiff holding the running key.
It is cool, that we can catch different kind of fish at different locations and with different bait, but im with the others, that the locked locations are a bit disappointing.
I think, it’s interesting to have a different mechanic to catch the fish, other than in most other games, it gives an extra layer, without making it too complicated.

The graphic:
It looks amazing, but I was a bit surprised with how black Koa's hair is. In the trailer and pictures it looks more brown, but in the game it is near black.
The dialogue pictures are amazing and I love to be able to see their direct reactions to the words that are said. A thing I noticed in the dialogue pictures: Koa looks more boyish and younger in them than in the little video we see at the end of the prologue. In the video she seems like 11 or 12 (I think, I don’t interact with kids in that age group too much) but in the dialogue pictures she seems more like an 8-year-old boy to me.
It may seem weird, but I love the fact that the pigs have two different skins! The chickens too are lovely and the trailer gives hope on a wide variety of beings to meet and greet 😉

All in all it looks promising! Good work so far, but I realised that I wouln't be happy playing the full game, because it is just not the kind of game I enjoy. So I'll stay with the demo and say, that you did good work, ;) Sweet game!
The demo was way to short, did not give me a desire for the game at all, should at least let us play more then one day. Disappointing.
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