I decided to share some feedback and breathe some life into this part of the forum.
I've been playing exanima as soon as it's been possible, where there were only 3 or 4 levels IIRC, coming back once in a while to run the game through with newer patches. So my last runs were before crossroads were implemented.
Since this time the game improved massively. I didn't get into details much, but it seems like AI and combat feel better now, the new encrumbrance system actually makes encrumbered character feel like a walking tin can that barely moves and so on.
Lore and atmosphere
+New levels and lore in them create an even better atmosphere, giving the game some Lovecraftian vibes that I like alot.
Devs do a very good job at telling the story without actually telling the story (as through dialogues or obvious stating), which brings exploration aspect of the game even further as at times you feel like a part-time detective making your own assumptions on what's been happening inside this dungeon in the past. This evolved into pretty much creating the game's community, so people now make share assumptions on the game's lore.
Game's visuals seem to be better than they used to be in the past which makes the game even more immersive. Improved animations help alot in this regard aswell. And a "cherry on the cake" for me personally is the diviner's deck. I've even stole one of the cards to use as my telegram avatar. And my discord posts about making it a physical diviners' deck to buy as merch were not a joke. This thing kinda completes the dark and occult vibe that the game has.
-The downside in this regard is probably early levels don't quite match the atmosphere of the later ones. It's probably due to different lighting or different shaders used, not sure, but at times earlier levels look way less detailed. Not even in different props and objects, but big things like floor and/or walls. Maybe some lighting work and decals on the walls/floor could help, not sure.
Combat
+Shields now feel good, they're not broken as they were before. Shielded enemies seem easier to defeat now and shields are still a viable option both for story mode and arena. New animations and combat flow feels way better than it used to be, somehow it just feel much more natural for me personally, even if I can't pinpoint what changes were exactly made. New encumbrance system is good, atleast I feel that it kinda matters now. New sir is now stronger than a skeleton, which is also a plus.
-What I personally dislike tho is that big twohanders are still the way to go in story mode, as it doesn't feel quite like they're uncomfortable to use in tight rooms and corridors. It's felt especially well on lvl 5 where golems can be quite a threat, but if you're armed with a twohander you can bash away while remaining in almost complete safety.
Also, this time I decided to go with dual wielding slashing weapons, and I noticed that everything armored is a hard target to beat for slashing weapons, while crushing ones annhilate pretty much everything with equal ease. Plus, dual wielding anything is almost equal to fighting with a shield from my experience, since you have no way to perform double attacks or any other maneuvers, maybe like swinging with your left sword before your right swing is complete or something of sorts. To put simple: I think that fighting with 1h/shield, dual wield and 2h weapons whould differ more, but I know that titanic amout of work it would require to make any specialised moves for every type.
Visuals
+Simply put, everything new in the game looks great and atmospheric. New monsters look cool and threatening and they behave just like you expect from their looks, new items look fashionable and cool as hell, blue BM set being my favorite by far, new maps look good, at the same time telling the story well.
-Early levels now look bland in comparsion to the new ones.
Items
+New 1h sword looks quite well, and the idea behind it is interesting, new armor sets look amazing and differ in their "heavyness" which is nice so you can make a choice if you want to go heavier or lighter armor, etc.
-New unique 1h blade seems quite underwhelming at fighting anything remotely armored, while the shiny murder mace is good against everything, and it require different crystals which are plenty to be found and are easily obtainable. New items of dagger and sword type (the ones I was looking at the most) don't bring nothing new, they're pretty much just a raw power increase and that's it. Atleast they look cool. The new set at lvl 5 seems way too good for me personally and the new encrumbrance system while it seems good atm, when leveled to lvl 3 just removes encrumbrance completely no matter what set you're wearing, so the new fancy set from lvl 5 is the set to go every single time, and it's not even located in the hardest place currently in the game, even more, it's basically free access to take. I know this type of balancing is not something to complain about in exanima, but for the time being it would be nice to have different "best options" to pick depending on your playstyle. Like for example - a set of armor with a big spaulder on the left/right shoulder respectively which would fit more into more defencive/offencive type of play respectively. And even if there is the best set to go at all times, it'd be nice to have it either hidden better with subtle hints around the level to find it, or it should be protected by something big and scary.
Traumaturgy
+Happy to see the mind tree finished, as it's probably the hardest one to finish, taking into consideration all the AI fiddling it requires. But now when this system is done, it's pretty much the basis for making future trees like force and others, which is very promising, and I think community can expect more frequent updates on this part. As when you have your engine done, making things like "force push" should be piss easy to make. Even if unfinished and kinda unbalanced for exanima (everyone sees that playing with a horde of undead by your side is pretty much playing on cruise control), it's still very interesting.
-Why is crouch and spell use bound to the same button by deafult?
UI/UX
+New traumaturgy menu looks well, interesting, modern and fits well into exanima.
-Hp/"mana" bars, meny, inventory windows, cursors and basically everything else looks dated, obviously.
Not quite game-related - community management
- - - It's clearly evident that exanima community grows constantly, but even tho exanima has very lively discord, the main site, twitter and all other platform seem half dead. While discord is a very good platform for community to develop, it makes a very bad landing page. IMHO exanima should have a proper landing page with nice visuals, all the latest patch info, some feed with community made masterpieces (like this wrestling video from YT, coffee diaries (which are great) and so on. Maybe there is an option to release weekly/monthly content pills like guys developing Fractured currently do. Small things like "here is a sword we made", "here is a wonky testing stuff with an older AI version", etc. All of the above will make people think that the game is alive and is being developed, since even many backers from kickstarter think that Madoc & the boys stole all the bux and flew to mars instead of developing the game or something.
Misc. whining/"IWANNA"
1). For a game that's so reliant on physics interativity seems to be lacking. By this I mean that it's possible to make the game have more situations and places where player can used the map to his advantage. For example, imagine a pile of logs that's held together by a rope of some kind. So you can cut it to release the ropes and make the logs crash into foes. On early levels you can push foes into burning cages, on later levels you can push them into holes, but for now you pretty much have to do so with your own bodyweight, with no tools to help you.
2). As Derrin is our human companion it would be nice to be able to tell him to go back/attack, etc. Maybe it would prevent him from jumping into various holes.
3). All the weapons are too much alike. Armor too, but much less so. I know that's currently being addressed.
Sorry for all the typos in advance.
I've been playing exanima as soon as it's been possible, where there were only 3 or 4 levels IIRC, coming back once in a while to run the game through with newer patches. So my last runs were before crossroads were implemented.
Since this time the game improved massively. I didn't get into details much, but it seems like AI and combat feel better now, the new encrumbrance system actually makes encrumbered character feel like a walking tin can that barely moves and so on.
Lore and atmosphere
+New levels and lore in them create an even better atmosphere, giving the game some Lovecraftian vibes that I like alot.
Devs do a very good job at telling the story without actually telling the story (as through dialogues or obvious stating), which brings exploration aspect of the game even further as at times you feel like a part-time detective making your own assumptions on what's been happening inside this dungeon in the past. This evolved into pretty much creating the game's community, so people now make share assumptions on the game's lore.
Game's visuals seem to be better than they used to be in the past which makes the game even more immersive. Improved animations help alot in this regard aswell. And a "cherry on the cake" for me personally is the diviner's deck. I've even stole one of the cards to use as my telegram avatar. And my discord posts about making it a physical diviners' deck to buy as merch were not a joke. This thing kinda completes the dark and occult vibe that the game has.
-The downside in this regard is probably early levels don't quite match the atmosphere of the later ones. It's probably due to different lighting or different shaders used, not sure, but at times earlier levels look way less detailed. Not even in different props and objects, but big things like floor and/or walls. Maybe some lighting work and decals on the walls/floor could help, not sure.
Combat
+Shields now feel good, they're not broken as they were before. Shielded enemies seem easier to defeat now and shields are still a viable option both for story mode and arena. New animations and combat flow feels way better than it used to be, somehow it just feel much more natural for me personally, even if I can't pinpoint what changes were exactly made. New encumbrance system is good, atleast I feel that it kinda matters now. New sir is now stronger than a skeleton, which is also a plus.
-What I personally dislike tho is that big twohanders are still the way to go in story mode, as it doesn't feel quite like they're uncomfortable to use in tight rooms and corridors. It's felt especially well on lvl 5 where golems can be quite a threat, but if you're armed with a twohander you can bash away while remaining in almost complete safety.
Also, this time I decided to go with dual wielding slashing weapons, and I noticed that everything armored is a hard target to beat for slashing weapons, while crushing ones annhilate pretty much everything with equal ease. Plus, dual wielding anything is almost equal to fighting with a shield from my experience, since you have no way to perform double attacks or any other maneuvers, maybe like swinging with your left sword before your right swing is complete or something of sorts. To put simple: I think that fighting with 1h/shield, dual wield and 2h weapons whould differ more, but I know that titanic amout of work it would require to make any specialised moves for every type.
Visuals
+Simply put, everything new in the game looks great and atmospheric. New monsters look cool and threatening and they behave just like you expect from their looks, new items look fashionable and cool as hell, blue BM set being my favorite by far, new maps look good, at the same time telling the story well.
-Early levels now look bland in comparsion to the new ones.
Items
+New 1h sword looks quite well, and the idea behind it is interesting, new armor sets look amazing and differ in their "heavyness" which is nice so you can make a choice if you want to go heavier or lighter armor, etc.
-New unique 1h blade seems quite underwhelming at fighting anything remotely armored, while the shiny murder mace is good against everything, and it require different crystals which are plenty to be found and are easily obtainable. New items of dagger and sword type (the ones I was looking at the most) don't bring nothing new, they're pretty much just a raw power increase and that's it. Atleast they look cool. The new set at lvl 5 seems way too good for me personally and the new encrumbrance system while it seems good atm, when leveled to lvl 3 just removes encrumbrance completely no matter what set you're wearing, so the new fancy set from lvl 5 is the set to go every single time, and it's not even located in the hardest place currently in the game, even more, it's basically free access to take. I know this type of balancing is not something to complain about in exanima, but for the time being it would be nice to have different "best options" to pick depending on your playstyle. Like for example - a set of armor with a big spaulder on the left/right shoulder respectively which would fit more into more defencive/offencive type of play respectively. And even if there is the best set to go at all times, it'd be nice to have it either hidden better with subtle hints around the level to find it, or it should be protected by something big and scary.
Traumaturgy
+Happy to see the mind tree finished, as it's probably the hardest one to finish, taking into consideration all the AI fiddling it requires. But now when this system is done, it's pretty much the basis for making future trees like force and others, which is very promising, and I think community can expect more frequent updates on this part. As when you have your engine done, making things like "force push" should be piss easy to make. Even if unfinished and kinda unbalanced for exanima (everyone sees that playing with a horde of undead by your side is pretty much playing on cruise control), it's still very interesting.
-Why is crouch and spell use bound to the same button by deafult?
UI/UX
+New traumaturgy menu looks well, interesting, modern and fits well into exanima.
-Hp/"mana" bars, meny, inventory windows, cursors and basically everything else looks dated, obviously.
Not quite game-related - community management
- - - It's clearly evident that exanima community grows constantly, but even tho exanima has very lively discord, the main site, twitter and all other platform seem half dead. While discord is a very good platform for community to develop, it makes a very bad landing page. IMHO exanima should have a proper landing page with nice visuals, all the latest patch info, some feed with community made masterpieces (like this wrestling video from YT, coffee diaries (which are great) and so on. Maybe there is an option to release weekly/monthly content pills like guys developing Fractured currently do. Small things like "here is a sword we made", "here is a wonky testing stuff with an older AI version", etc. All of the above will make people think that the game is alive and is being developed, since even many backers from kickstarter think that Madoc & the boys stole all the bux and flew to mars instead of developing the game or something.
Misc. whining/"IWANNA"
1). For a game that's so reliant on physics interativity seems to be lacking. By this I mean that it's possible to make the game have more situations and places where player can used the map to his advantage. For example, imagine a pile of logs that's held together by a rope of some kind. So you can cut it to release the ropes and make the logs crash into foes. On early levels you can push foes into burning cages, on later levels you can push them into holes, but for now you pretty much have to do so with your own bodyweight, with no tools to help you.
2). As Derrin is our human companion it would be nice to be able to tell him to go back/attack, etc. Maybe it would prevent him from jumping into various holes.
3). All the weapons are too much alike. Armor too, but much less so. I know that's currently being addressed.
Sorry for all the typos in advance.