DragonScholar
Green Slime
I got Secrets of Grindea about 2 weeks ago and essentially played through in a week. That's not usual for me - in fact I downloaded it and wanted to "try it for a bit" then found two hours had passed. That's a sign of how good the game is.
I figured it might help to compile my reactions in one categorized list to provide feedback and discussion- because I love how open everyone is to working on the game. Judging by the feedback, there's going to be enough ideas to make three others after this . . .
Anyway,onward. If it seems detailed, well . . . I manage software development for a living.
POSITIVES:
Presentation
AREAS OF IMPROVEMENT
Combat
Short form - the game is impressive for a small team with so much content and polishing, it shows excellent, integrated design.
I figured it might help to compile my reactions in one categorized list to provide feedback and discussion- because I love how open everyone is to working on the game. Judging by the feedback, there's going to be enough ideas to make three others after this . . .
Anyway,onward. If it seems detailed, well . . . I manage software development for a living.
POSITIVES:
Presentation
- The presentation is excellent, colorful, and well-done.
- Menus are mostly easy to use.
- The soundtrack is very appropriate and quite enjoyable.
- Each area is highly distinct, with good design.
- Characters are surprisingly engaging, art style is good overall. I didn't expect to LIKE characters this much.
- Story advances easily. I like the fact there's not a rushed pace, but a sense of story just the same.
- There really seems to be a nice, satisfying, complex, and at-times disturbing plot.
- Combat works effectively. The ability to switch in and out abilities works pretty well.
- Combat is usually not too onerous. You can get into a good rhythm.
- Enemies have very character-filled designs and surprising moves.
- Enemies having different strategies is welcome, such as the shield-generating Guardians.
- The Skill System is surprisingly deep. Originally it had seemed very light, but when I realized how the skills and talents interacted I appreciated the depth.
- The way skills can improve and be leveled up to have varied effects adds additional depth. I like how there's different kinds of skill "currency," adding another layer of challenge.
- Crafting is fun and straightforward.
- I like how items that are craftable are tagged for easy identification.
- Minigames are fun and not overly time-consuming.
- The way some minigames unlock trophies, etc. is welcome.
- I enjoy the humor in things like the amusing fish designs.
- Quests are clear but have their challenges just the same.
- The completion checklists are helpful.
- I like how characters offer new quests over time, adding a sense of evolution.
- The collectable cards are a great addition, not only rewarding grinding/farming, but adding another collectable element and providing welcome stat boosts.
- The map display with completion is helpful - and adds even more to the game.
- The game holds together well, with the different elements coming together. Little to nothing about the game felt extraneous.
AREAS OF IMPROVEMENT
Combat
- Shielding unclear. Hard to see, hard to block. Some direction indicator or status would be nice.
- Combat is at times too "mashy" - needs a bit more strategy, especially as when you get to a boss, suddenly you need a LOT more strategy.
- The arrow limit is a bit much, especially with bosses. Would suggest more arrows or an accessory (Quiver) that grants more.
- In general ranged combat seems to be lesser fleshed out. I feel it needs more to really come into its own.
- Bosses are massive difficulty level change and that's jarring.
- We seem to get a sudden surge of enemies with special abilities in Mount Bloom. A slightly more gradual ramp-up would be nice. Perhaps earlier enemies should be a bit more challenging or have more unique abilities.
- Need easier respec. The cost gets prohibitive, and that's an issue with such a rich system.
- I am concerned the silver/gold leveling method is complex and unclear. It may help to spell it out. I like the complexity, but it gets a bit unclear.
- Sometimes where to go isn't always clear in quests. Maybe (for some) a general regional display may help.
Short form - the game is impressive for a small team with so much content and polishing, it shows excellent, integrated design.