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  #381  
Old 04-10-2014, 12:38 PM
mw1 mw1 is offline
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Originally Posted by Solarclipse View Post
Combat issues...

If you kill an enemy you will get the wolf symbol, and by tapping rapidly you plunge your summer sword in and get Kai energy. But it isn't consistant; if you kill someone from a parry, you don't get the opportunity, for example. This should be explained clearly in the help section of the game so there are no questions. That energy is helpful!
I've always thought that tapping once is enough to harness that Kai power. Tapping earlier nets you more, but because it happens so fast I *think* I see the symbol disappearing right after I tap it (once), meaning further taps don't get you anything...?



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Originally Posted by Solarclipse View Post
How much a difference does it make in the number of crowns you get on the hard level vs normal?

Is there any way to level up Kai powers?
Yes, I would like to know if the extra loot is worth the extra pain. Lol. And I think it'd be rewarding if Kai disciplines can be levelled up similar to weapon attacks and Sommerswerd attacks. Perhaps less Kai energy usage, or faster cooldown? Or some improvement to the actual discipline itself.



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Originally Posted by Solarclipse View Post
I'd like to see a turn bar for the enemies as well. It's annoying to parry and have two enemies attack right after your parry is over!
Though I see the potential here, I think the combat would become a bit too complex with this, especially for new players.



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Originally Posted by Solarclipse View Post
Last comment: I think combat gets a little more interesting as your endurance builds, you get more choices that way...
Yeah, played one build where I had pretty low endurance at first which was a bit frustrating. Had to make lots of dexterity-related choices in the story to improve it. Speaking of which, when I use a Kai discipline instead of choosing either a Strength, Dexterity, or Intelligence-based option in the story, would I be missing out on some addition of skill points that are allocated at the end of each chapter (i.e. 'levelling up')? Or do they go into Intelligence...?
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  #382  
Old 04-15-2014, 06:47 AM
pheriannath pheriannath is offline
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Also, does anyone know if there is a planned update for cloud saves?
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  #383  
Old 04-15-2014, 10:22 AM
Forge Reply Forge Reply is offline
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Originally Posted by pheriannath View Post
Also, does anyone know if there is a planned update for cloud saves?
Yes, it's already planned and it will be published soon
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  #384  
Old 04-15-2014, 09:24 PM
pheriannath pheriannath is offline
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Originally Posted by Forge Reply View Post
Yes, it's already planned and it will be published soon
Excellent news! Thanks a lot
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  #385  
Old 04-19-2014, 12:42 PM
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The TA review was updated for the Act 2:

http://toucharcade.com/2014/04/18/jo...e-wolf-review/

I'd like to discuss with you about the review of the Act 2 and invite Shaun to this thread.

What do you think about the Act 2? Are your thoughts in line with the review?
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  #386  
Old 04-19-2014, 01:33 PM
Mookmonster Mookmonster is offline
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I generally have to concur with the review. My one area of disagreement is that I dont think the new direction is "hokey" or "uninteresting."

I found the overall story to be compelling, emerging, and frankly a lot of fun.

However, the main issues with this game, as compared to other gamebooks, are the following:

1. No real emphasis on choices that affect the storyline. This is clearly and obviously the most linear high production value gamebook on the market. The choices you make, that actually affect the storyline, are few and far between. There was like 1 or 2 in the first act, and a similar number in the second. In the second act, I think there are some locations that you might miss out on if you make a different choice here or there, but I'm fairly certain is doesn't change the overall trajectory of the storyline.

Choices have more to do with affecting the abilities of your character, rather than affecting the story. I dont personally think this is a big deal, as I sorta enjoy the combat (I think i've said enough on that previously). Also, due to the graphic intensity of the game, I guess it would be hard to introduce meaningful storyline choices, but perhaps not. Choices need to have more than just an impact on character stats and affecting enemies in the next battle. Gamebooks are replayable primarily because of all the different storylines one can go through. The only reason to replay Lone Wolf is to try different character customizations, which certainly has a level of replayability, its not the same as trying to find a second or third real ending.

2. Quick moment on combat. The reviewer basically said that combat was rinse and repeat: find the optimum solution for your character, and do it over and over. I tend to agree that this is a fair criticism, though admittedly a criticism that can go for almost every rpg out there. The only part about the combat I think should really be changed is the helplessness one feels when attacked by the opponent several times and you just take the hits. Even the reviewer remarked (i think in the act 1 section), that it makes no sense that you are Lone Wolf, some super powerful warrior, and yet, you can get yer ass handed to you by some small grunt enemies simply because you dont know how to step out of the way of a damn sword.

Also, the end boss fights have a feeling of being extremely cheap. Final boss of level 2 got me down to pixels of life before I could even more. Since I made a character building life and dexterity, I was able to survive and heal to full health....but if you had a build that had just a little less life, you could easily die before you could do anything. That's just not right....difficulty in battles should perhaps come from surprising QTE that can throw you off guard, or other tests of skill and intelligence...not from insta-kill before one can attack.

I really think to make the battle more interesting you need to include more randomized QTE events that throw us out of the fairly static combat. Every battle is the same, the question is how many enemies will you have to fight, and do you have a strategy that can maximize dexterity so that you arent super tired when the 4th or 5th enemy appears.

Regardless, I have thoroughly enjoyed the storyline, and even the combat started to grow on my the second run through. However, combat was only enjoyable once I figured out the min/max method for this game so that combat with pleasant and easily defeatable, rather than having to repeat the same battles over and over and over again, which was really really frustrating.

Good luck on the next act!

If you have any specific questions I'll be glad to give input.
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  #387  
Old Yesterday, 05:52 AM
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Thanks for the very detailed feedback.

Quote:
Originally Posted by Mookmonster View Post
However, the main issues with this game, as compared to other gamebooks, are the following:
Do you think that it's fair to compare Lone Wolf with the other classic gamebooks?

Those are old stories, republished in a digital form and with the classic combat system adapted for touch based devices (rolls dices with a swipe, for example).

Sorcery! is a bit different, though, and tried to innovate, adding contents and new gameplay mechanics.

And that's what we're trying to do as well: renew the classic gamebook experience, adding a lot more value in term of immersion, combat, graphics, style.

So, there are many gamebook style apps out there but I don't think that all of them are the same, so it's a bit tricky to directly compare them.

Quote:
Originally Posted by Mookmonster View Post
1. No real emphasis on choices that affect the storyline.

CUT

I don't personally think this is a big deal, as I sorta enjoy the combat (I think i've said enough on that previously). Also, due to the graphic intensity of the game, I guess it would be hard to introduce meaningful storyline choices
That's the point: back in the days writing a gamebook was a way to tell a story with (almost) no boundaries and you could add everything you wanted.
Let's take for example the Book 2 of the original Lone Wolf series, Fire on the Water (we're reading it with the community on the Facebook page of the game, publishing a section every day): the first part was set in the capital of the reign, Holmgard, the second sailing on a big ship, then again on the coast, approaching the kingdom of Durenor. So, in that case, many different locations and places.
Developing our game we can't use the same approach, as the battle locations have to be consistent with the story and working on a new 3D environment can impact the whole production cycle, both in term of timing and investment.
That's why the writing process and the game development are directly tied together and also choices must be tuned and adapted to what we can and what we can't do.

So, the emphasis of the story is indeed on choices and they can impact battles and alter the flow of the events.
Major focus is also on characters. Leandra has a big role in the Act 2 and new characters will be added in the Act 3, adding a new layer of storytelling.[/QUOTE]

Quote:
Originally Posted by Mookmonster View Post
2. Quick moment on combat. The reviewer basically said that combat was rinse and repeat: find the optimum solution for your character, and do it over and over. I tend to agree that this is a fair criticism, though admittedly a criticism that can go for almost every rpg out there.
And here's the second point: every combat system has its strengths and flaws and we're trying to develop a deep system, with a lot to do and a nice layer of strategy.

We're aware that it's far from perfect and we're constantly improving it, adding contents that also impact the previous Acts.

In the Act 3 we will introduce the defensive stance for dual wielding characters, so you're going to defend yourself even without a shield. Dodge move will be triggered more easily but you will damage your weapon blocking an enemy attack in that way.

Again, the combat system of the game can't be compared to the classic dices based ones that can be found in other gamebooks of the past, and from this perspective, Lone Wolf can be considered a true RPG, don't you think?
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  #388  
Old Yesterday, 06:20 AM
Mookmonster Mookmonster is offline
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I agree completely that Lone Wolf and other gamebooks should not be directly compared (ie, multiple endings, numerous non- linear choices, etc).

However, one must take into account that Lone Wolf is going into a particular niche market that has certain expectations. Rewrites or no (and many of the gamebooks from tinman are all new and original content), most gamebooks have wild branching stories that encourage repeat playthroughs. While their combat is often more a placeholder than anything, it still is usually an interesting distraction from the plot.

Is this type of expectation fair? I would say no, because after sinking a good 15 hours into act 1/2, I can see the underlying perspective/ purpose and I appreciate this game for making its own distinct mark.

Unfortunately, many reviewers and much of the...shall we say less patient people (yea i can b a hothead too), dont want to give a game the time it needs to b fully developed. So if someone starts lone wolf, gets his ass beat in the first 2 fights, gets frustrated and spreads the frustration elsewhere (ie bad reviews, comments, etc), one can sorta understand where that perspective is coming from too.

So perhaps, what is really missing here is a better tutorial and a nicer learning curve at the start? I personally had no problems figuring the game out, though i was fascinated by the immersion and wanted to see the extent of the storyline, so i had alot of patience. I paid $5 for the original game and $10 site unseen for the rest of the chapters and especially after act 2 i have zero regrets.

Fantastic game, fun combat once u get the hang of it (with its rough edges, but whatev), and an overall mystical ambience. I do hope it does well and hopefully this rambling of words made sense.

Also: defining a true RPG is tricky, but if intriguing combat, a functional and cool upgradable loot system, and several mildly branching pathways, combined with character progression that allows for a bit of diversity, then yes in every sense lone wolf is a fantastic rpg. Really looking forward to act 3!

Last edited by Mookmonster; Yesterday at 06:24 AM..
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  #389  
Old Yesterday, 09:30 AM
Forge Reply Forge Reply is offline
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Quote:
Originally Posted by Mookmonster View Post
So perhaps, what is really missing here is a better tutorial and a nicer learning curve at the start? I personally had no problems figuring the game out, though i was fascinated by the immersion and wanted to see the extent of the storyline, so i had alot of patience.
That's an interesting topic: others feel that the game would require a better tutorial?

We tried to add a not so intrusive but also present and supportive tutorial.
Consider that a step-by-step one would be hard to implement, so we opted for the series of info panels that you can find in the game.
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  #390  
Old Yesterday, 10:02 AM
Amenbrother Amenbrother is offline
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Originally Posted by Forge Reply View Post
That's an interesting topic: others feel that the game would require a better tutorial?

We tried to add a not so intrusive but also present and supportive tutorial.
Consider that a step-by-step one would be hard to implement, so we opted for the series of info panels that you can find in the game.
I think its perfect the way it is, I don't know what else to say. I mean its a 5 star experience in my opinion. Especially in a dark room with headphones on.
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