comments for Isles of Silence
sort: go backI'm enjoying the game (bought it on Steam) but it feels really grindy/micromanagey, and it always feels like you're on the edge of having everything fall apart (running out of stoon or sticks, each new enemy feels overwhelmingly strong... automation took a while to unlock and even afterwards it feels like I'm having to keep the plates balanced and spinning). Really like the concept and most of the execution... I just wish it didn't feel so much like a job.
developer response: That's a fair bit of feedback! The automation particularly is something that could probably afford a rebalance, as it felt like it was always slightly less than I needed on last playthrough. Part of the game's balance is admittedly to make things feel scarce to keep that survival backdrop (hence sticks/stoons) without the necessities actually being scarce (1st locale with tools is always a stick/stoon surplus over time). However, doesn't mean it's in a perfect state yet by any means. Appreciate the feedback!
So, is the demo nice? yes. Does it have balancing issues, or pacing issues? Depends on your expectations. I do think it would have been better if we could ask the gatherers to focus more on certain types of resources, instead of giving them a flimsy pick and losing it after one mining and never mining again, or only starting to mine after all storage is used...
flimsy means flimsy. -flimsy
low chance for consumable material is not good, really. at least let us keep try on foes. this antidote business is really giving me stress..
Yeah, this one's not for me. The intro was interesting, but after that it just failed to hold my interest.
I'm never a fan of demos being posted, because it means they plan to charge for a full version, which is usually overpriced.
I am stupid and very much didn't notice the second tabs for a little bit there. Was wondering when you upgrade your bags but the option's already there!
dude this game so good
i am most def buying this when it comes out
Love so much about this, the art style, little touches like the granular little inventories on each character, the way they pass items back and forth, feels alive. The slim margins on gathering basic resources at first make the decisions feel more meaningful and gives some play to whether you target specific resources or completely fill up your inventory, but the flip-side is that the sheer amount of fiddling you have to do in-between and attention you have to pay during each gathering run gets tiresome.
One particular feel bad moment is that I fully equipped my squad before the first fight--a fair grind--and not only nearly lost, but got almost no loot, not enough to unlock anything new. Now all my dudes are at ~1 hp and it seems like it's going to take quite a while to even be able to attempt the fight again (and extrapolating, I'll need 5+ more fights to even be able to access anything new). Feeling on the verge of new content only to find out you're not even close isn't the best.
Its a lovely game, thank you for making it <3
I generally don't like demos but this is neat
Unfortunately the beginning grind is just so rough that I struggle to continue playing, which is a shame since the game is genuinely so unique and I think I would love it!
If possible make the beginning tools break a little less often and make the overall grind just to unlock the first few areas not take so long! other than that I think the game was pretty cool for the hour or so i put into it!
developer response: Really appreciate the feedback and the kind tone! I've been continually smoothing out the intro grind (including an update 3 days back), but it seems it still has a way to go! Once crafting automation is unlocked the tools get much smoother, I just need to streamline getting people there. I'll take your feedback into account!
wow, when it says flimsy it means FLIMSY. Especially combined with the rng, collecting rare items that require tools isn't fun.