Hiho wink Didn't see such a thread yet so here it goes....

few things I noticed (first 15 minutes of the game ,p)

- Bringing water barrels from Tutorial level and throwing them at the burning ship / then destroying the barrel with long-range spell or attack does not extinguish the flames ;/

- Using Hammer on bones produces... nothing? Yet shows crafting progress and all

- Depth of Field gets royally confused sometimes

Screenshot
# http://steamcommunity.com/sharedfiles/filedetails/?id=245136040

- Funny blue glowing shader on stones, doesn't seem to be there intentionally, and wasn't there in Alpha

Screenshot of 2 places where it happens

# http://steamcommunity.com/sharedfiles/filedetails/?id=245136075

# http://steamcommunity.com/sharedfiles/filedetails/?id=245136105


Ps.: And about the Tutorial Level... ehm.. this is not so much a tutorial as it is quite chaotically structured set piece. For one, the player has no immediate reason to go in there, there should be dual dialog to guide players in and a clear 4th wall violation mentioning that this is, in fact, the Tutorial. And there should be additional (optional) dual dialog for each and every element. These floating text lines are not enough and disappear WAY too quickly (not to mention they spawn behind / off-screen when you are panning ahead)

Then there is the lockpick thing, which is odd to say the least, because it says you can "spend points to lockpick" .. well that's nice and good, but a tutorial should probably go over spending skill points and the entire level up process as well. While we do get plenty XP in the cave, it's not enough for a level up.

Also I want to mention, that I am not a fan of tutorial levels that give XP at all unless they are a major part of the plot. With this you are forcing completionists to always play the tutorial level and even me, who is not a completionist, feels compelled to run through it to get the xp and earlier level up thanks to it.

Finally, the tutorial does not teach crafting nor inventory drag/over functions. Or if it did, I did not see it. (Which would be even worse, as I explored every nook ,p)

I know we said many things about the beginning of the game in that other topic, but I am not seeing how this is in any way improving it wink The intro sequence is nice and well enough to establish reason and guidance, but after landing the characters should talk with each other to establish proper back-story. Don't go all out spoilering if it's content for late-game (i don't play that far ahead) but some minor details need to be told. Characterization, it's called, i think. ;p

Finally,

- GFX Options need a gamma setting


Last edited by eRe4s3r; 03/04/14 12:51 AM. Reason: More text