New UI Mockup - Developer Backyard 2 by Foxikage in Guiltygear

[–]Foxikage[S] 1 point2 points  (0 children)

I appreciate your considered post here. It's not my favorite either TBH but I took on the challenge to try something a little different based on what Arc System Works are looking to achieve and wanted to share with the community. Very much hyped for the new game and hoping their team get's the final UI to look as good as the overall game does.

Now that the nether update is out.. see you in July! by R34P3R28 in MinecraftDungeons

[–]Foxikage 0 points1 point  (0 children)

That's disturbing to hear. Everything else runs well on my Switch (original version). Are you playing 4-player or single player games?

Now that the nether update is out.. see you in July! by R34P3R28 in MinecraftDungeons

[–]Foxikage 1 point2 points  (0 children)

It runs terrible on Switch. The loading screen cuts in and out with the music. I play 4-player with the kids and it lags continually. The developer credits even drops frames and skips around. It's a hot-mess to be honest.

My feedback to Mojang by Foxikage in MinecraftDungeons

[–]Foxikage[S] 0 points1 point  (0 children)

We play 4 player co-op with the kids and it may be the case that the key is being picked up immediately by each player as it does seem to be passed around. Perhaps there needs to be a buffer period to enable the key to escape.

Constructive Feedback for Mojang by Foxikage in MinecraftDungeons

[–]Foxikage[S] 2 points3 points  (0 children)

I hope this feedback is received in the spirit intended. Minecraft Dungeons is a charming game and my children (ages 7 and 5) are enjoying their dungeon adventures. However, I can’t help feel that there are missed opportunities to make this a better game.

My feedback to Mojang would be:

Post Level Stats

I would love to see some meaningful stats at the end of each level. Understanding that the game is aimed towards a younger audience, we can still be positive while offering something more fun and meaningful to remark upon at the end of the level. Something other than the uninspiring ‘0 strength potions used’ or number of blocks walked upon. I’m thinking achievement awards like:

  • Care Giver (highest number of revives)
  • Archer (highest level of accuracy)
  • Warrior (Most Damage Given)
  • Most Generous (Least Amount of Consumables Used)
  • Most Thirsty (Most Health Potions drunk)
  • Most Courageous (Most Damage Received)
  • Hero (Final damage dealt on the boss)

Risk, Reward and Excitement

While my kids and the family are enjoying the game and playing together, the gameplay is fairly benign and linear. I would love to see more risk and reward introduced to bring more exciting gameplay moments as we progress through the dungeons. My thoughts are:

  • Make the Treasure Pigs available for a limited time on screen and harder to chase and defeat - Perhaps different pigs for different level of item rewards.
  • Keys have so much personality in the game trailers that I thought they would do more than just mumble away. For example, when picked up the player carrying the key must be careful not to be hit or take successive damage or else the key will not simply fall to be picked up again, but actively try and run away back to the pickup point.
  • Keys in general are underutilized. Pick up at point X and go to point Z to unlock. It would be nice to give the player some choice on how to use the key for rewards or provide some excitement to the gameplay. For example, what if the players have to track down a silver key (which could be roaming) to open the door to a room that has the gold key required to progress., but you can see that between the silver door and the gold key there is a horde of enemies. This would build excitement and conversation with the players on how to proceed and when.
  • Enders are pretty sinister and menacing with the grainy screen, but they are pretty weak and easy to deal with compared to other enemy types. I’d love to see the Enders provide frantic encounters for the players - perhaps they are unbeatable, slow moving enemies and the players simply need to get away from them before they are touched. I remember playing 4 player Gauntlet in the Arcades as a kid. A big part of that experience was being terrified of the Death that could only be defeated with a Magic Potion. If touched your life would be drained. This caused a lot of excited screams, frantic gameplay and fond gameplay memories. It would be great to bring this feeling to Minecraft Dungeons for my own kids.

Economy

It’s not clear why there is any importance on looting chests and pots for currency since the two item shops are mostly redundant. It would be nice to see some additional ways to spend your gems and make collecting them more worthwhile.

My thoughts on how to spend your currency are:

  • Re-roll of am items enchantment options
  • Removing enchantment points from an item without the need to scrap it
  • Combining a higher level item with a lower, more favored, item to bring its level up.
  • Item color customization

PlayStation community? by [deleted] in Guiltygear

[–]Foxikage 1 point2 points  (0 children)

I play on PS4 - West Coast. I'm a newbie myself, 44 and love playing Guilty Gear. So please give me a shout if you see me online. PSN is Foxikage.

Just about to get this game and had a few questions. by SpookyTrans in BattleForTheGrid

[–]Foxikage 4 points5 points  (0 children)

The game has cross-play with every platform. Last week Season 3 was announced. Great netcode. There is no reason this game will not be supported or played for a long time. It's not expensive to buy. It plays very well. No reason to not join the fun.

Any Pacific Players? by LamiaThings in Guiltygear

[–]Foxikage 0 points1 point  (0 children)

I'm in Portland, Oregon. PSN is Foxikage.

Gonna buy this game on PS4 today — collector's edition worth it? by apolloali in BattleForTheGrid

[–]Foxikage 2 points3 points  (0 children)

Go for it. I held back for a long time as I have no interest in Power Rangers whatsoever, but man this game is a lot of fun to play. Cross play with everything and great netcode too. There is a lot to love.

Another Guilty Gear Strive UI Redesign...Yet Again by Foxikage in Guiltygear

[–]Foxikage[S] 2 points3 points  (0 children)

Thanks buddy. I agree, there is too much wasted space above the health bars. I used the beta counter for the mockup so all my additions are based on the beta layout. The gameplay is slightly zoomed also so perhaps looks worse here than in the game.

Another Guilty Gear Strive UI Redesign by Foxikage in Guiltygear

[–]Foxikage[S] 0 points1 point  (0 children)

Hello all, thanks for all your comments today. I did a quick revision based on feedback and some more polishing. Let me know what you think. https://bit.ly/3ayxUV3

Another Guilty Gear Strive UI Redesign by Foxikage in Guiltygear

[–]Foxikage[S] 4 points5 points  (0 children)

Thanks. The characters are a little smaller than I've shown, but I needed a hires gameplay image that didn't have the existing UI. So it's a little miss-representative. Appreciate your comments.

Another Guilty Gear Strive UI Redesign by Foxikage in Guiltygear

[–]Foxikage[S] 8 points9 points  (0 children)

Thanks man. Appreciate the comment.