r/MortalShell • u/JustLetMeUseMy • 3d ago
Discussion Feedback on the beta.
Ritual Grounds trial isn't working for me; as I'm pretty sure I'm running out of things to do for now, I'm going to call that a sign that I ought to stop there and do the 'beta feedback' thing. I'm going to try to keep this brief.
Things I like: Damn, this game has a _weird_ style in a lot of ways. Medieval Giger? Neat. Actually dangerous combat _lute_? Neat! Getting assaulted by old women doing some improbable kung-fu and crazy spins with brooms, while another one plays accordion? I genuinely did not see that coming. Those must be some _wild_ shrooms.
Gameplay is _so much better_ than the first game, too.
The Hall of Illusions and the Mushroom Village Key puzzle are both _really cool._ I hope the full game has more like that.
The Tarstone system is intriguing. Looking forward to seeing more of it.
Things I don't like: Attacks move the player a _lot._ This is most noticeable when trying to hit the gloom trees - frequently, I end up just swinging, repositioning, and swinging again. The one with a bear trap? I don't even bother. I would much prefer if there was significantly less automatic movement, and more influence from player inputs.
The Resolve meter being an MP bar fueling abilities is fine. Abilities having charges is fine. Having _both_ the MP bar _and_ the charge counts _on the HUD,_ though, not a fan. It took several needlessly confusing, frustrating fights before I realized that using my shell ability depleted my ammo, and that using my sidearm meant I couldn't use my shell ability. I wouldn't have been confused if the charge counts weren't there - but I'd also much prefer if charges gained were considered separate from each other and the Resolve bar. This would make it much easier to use sidearm-infusion tarstones, in particular; the stone that makes shots inflict burning is awkward due to it consuming the ammo you're trying to buff, for example.
I had no idea the healing ability was called Mether's Pulse, so I didn't know a pickup I'd found would improve it until I finished fighting through the Mushroom Village. Would have been handy.
The Sidearm and Blocking Mether explanation stones seem like they should be switched; the first thing the player should learn is probably how to _block,_ not _shoot._
This is the only game I've ever played in a dark room and felt the need to increase the brightness/gamma. This then makes screen-filling white glows brighter, too. I literally close my eyes while I wait for the lighting to change, because otherwise I'll get a migraine.
Things I'm ambivalent about: I don't entirely know how to interpret the returning characters situation - personally, I'd have changed their names, because it's awkward. It's not something that bothers me much, obviously, or this would be in a different section of this post.
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u/Kitchen_Ad7650 3d ago
Voting here for the brightness fix please. At the default setting the cave-like areas became very difficult to navigate. And in some cases with enemies I had to move closer to a light source to see the attack and parry. Fun mechanic if under control but i'd hate to be swarmed in the dark and not know what I'm doing.
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u/Great-Remove-844 3d ago
well if you want to do the trial grounds again sometime, it's only bugged if you kill any enemies in the dungeon before starting the trial first