Go wild with your ideas and suggestions!

Share your ideas and thoughts for the game with the community and team.
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david
'Ghost of a Tale' Community Manager
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:mrgreen: The ideas and suggestions you are coming up with are sensational! :shock: :lol:

As you probably know, at the moment there is just* Seith working full time on Ghost of a Tale. He's aiming to create a 'small and wonderful' experience... it won't be Skyrim with furry animals! So please understand that he can't implement every suggestion, no matter how dazzlingly creative :D

But don't allow manpower and technical considerations limit your creativity. Let your imagination run TOTALLY wild here!

*These days, occasionally some kind persons pitching in, mainly with technical help in Unity engine on specific areas (like the mouse's fur, bending vegetation and cloth physics).
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evilkinggumby
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Sky is the limit! :) I will say so far everyone has been really encouraging and nice about suggestions, (no flaming or trolling at all) so even if it seems totally outlandish, bonkers, epic or insane.. I'd say toss it out there as it may inspire Seith and his folks to do stuff never imagined.
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najatuw4646
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implement every suggestion, no matter how dazzlingly creative.
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KwisatzHaderach
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najatuw4646 wrote:implement every suggestion, no matter how dazzlingly creative.
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Ye, Seith! Get your lazy as indie-ass off the couch and get to work! I'm totally expecting tides implemented with the next update! :mrgreen:
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Varethas
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Hello again! Varethas here, it's been a long time since my last post - just chiming in after some major IRL haps! Allow me to say that of all the wildest ideas out there, bringing GoaT to the PS4 at the same idea as the Xbox One would be beyond phenomenal, especially for someone who has committed to buying any and everything GoaT in support of the project, *and* is not a PC or Xbox Owner! hehe
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Seith
'Ghost of a Tale' Creator and Developer
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Varethas wrote:Hello again! Varethas here, it's been a long time since my last post - just chiming in after some major IRL haps! Allow me to say that of all the wildest ideas out there, bringing GoaT to the PS4 at the same idea as the Xbox One would be beyond phenomenal, especially for someone who has committed to buying any and everything GoaT in support of the project, *and* is not a PC or Xbox Owner! hehe
Hey there Varethas! A simultaneous release Xbox One/PS4 will not be possible but Ghost of a Tale will probably come to PS4 at some point. Thanks for your support! :)
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Varethas
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I'm sure this has been mentioned, but gosh, an in-game Tome that chronicles Tilo's Travels (maybe even called Tilo's Travels? has a ring to it, hehe) so that we can read the Nicodemus-style script, see some beautiful artwork, and generally get the feeling of reading an aged tome by a fireplace next to a rainy windowsill...at night! hehe, cosyness overload, much? But yeah, my official submission is:

- A Chronicle Tome for Tilo, and/or
- A Historical Tome about the world's backstory :D
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Seith
'Ghost of a Tale' Creator and Developer
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Varethas wrote:I'm sure this has been mentioned, but gosh, an in-game Tome that chronicles Tilo's Travels (maybe even called Tilo's Travels? has a ring to it, hehe) so that we can read the Nicodemus-style script, see some beautiful artwork, and generally get the feeling of reading an aged tome by a fireplace next to a rainy windowsill...at night! hehe, cosyness overload, much? But yeah, my official submission is:

- A Chronicle Tome for Tilo, and/or
- A Historical Tome about the world's backstory :D
Good suggestion! There's already an idea a little like this in the game; a "book of memories" of some sort. Although it is more related to a specific part of Tilo's life (rather than his travels per se).

As far as a Historical Tome we have a Lore system in the game, which will automatically get populated with definitions for new concepts as you meet them through dialogs and exploration (characters, historical events, locations, etc...).
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JohnGreenArt
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Just spent about 6 hours this weekend playing through the entire game (so far.) Only quest I couldn't complete was finding all the escaped beetles, as two wouldn't spawn. Anyway, I'm loving it and here are some ideas!

-When wearing a face mask with poison resistance (like the plague mask or clothespin) along with the salt miner's cap, your stamina/health should deplete at a slower rate than without the poison-resistance clothing item. Currently it seems like the poison from the candle affects Tilo at the same rate regardless of his poison resistance. Since you can't wear the cap and get a health bonus from a costume at the same time, the cap can kill you really quickly, so I don't think it would overpower the cap if the clothespin or plague mask slowed it down.

-Also when wearing the salt miner's cap, it could have some affect on enemies/NPCs. Such as make leeches swim away, or make rats dizzy (not knock them unconscious, but disoriented so they miss when swinging their weapons at you.) Maybe not all enemies, but specific ones—so, assuming there are spiders, the cap could keep spiders from attacking (like imagine there's a swarm you have to wade through, and the cap keeps them at bay). Or it could even attract tiny food bugs, that way as the cap drains health, you could eat the bugs it attracts to refill health as you go. The cap wouldn't be overpowered, because you still can't wear it for very long.

-Maybe give a clue about the Skaapbeetle eggs… like have Silas or Faustus or Fatale say they like to lay them high up… or just make the clutch that is on the roof over the cage Silas kept them in easier to find. Seemed almost like going outside the map to get to them. Since the batch in the tower I found within a window arch, I kept opening all the window shutters everywhere expecting the eggs to be hidden there. Anyway, I kept thinking the shutters, being interactive, would be involved in one of the puzzles. And I'd thought I was going to have to take the ingredients to Faustus to make the brew for Fatale. Maybe that just adds an annoying step, but Faustus seemed under-utilized.

-Speaking of bugs, there should be another hornets nest somewhere. Maybe one that can be knocked down onto a guard, thus making the guard leave their post to go dunk their head in a trough, so you can get past the door they were guarding.

-Can a guard's helmet (the flat kind as requested in the quest) be stolen by knocking them unconscious?

-There seem to be occasional sounds of horses in the courtyard. There aren't any horses, are there?

-I couldn't find anything to lockpick after learning the skill. Wearing Tulong's costume isn't required to pick locks, is it? Will there be a way to know what locks can or can't be picked?

-When wearing the Rat Guard costume, pressing Y makes Tilo salute. It would be cool if that made other rats salute in return (or maybe specific rats, which could be used in a puzzle.) It would also be cool if each costume had a similar sort of animation to it (even if just for show, like if as Tulong he does a flamboyant bow or something.)

-Can the lute ever be played by Tilo (as opposed to cutting to a screen showing the lyrics of a song)? Like, could the player just have Tilo take out his lute, then start strumming a song? Or maybe can it be used to lure enemies away with sound? Or lull an enemy to sleep? I just think the lute should play a bigger part.

-The bell on the minstrel hat should jingle.

-Perhaps some guards should have whistles or trumpets they could blow to alert other guards. That way, if you try to run past a guard, your escape route might be blocked by another rat who got alerted (it's a little to easy to just run past all the enemies.) Or maybe the prison has an alarm (there is a bell tower after all) and if you alert too many guards, someone rings the bell, and then all rats are on alert, and possibly they start checking hiding spots. Then you'd have to make your way to a spot that will cancel the bell ringing, and only after that will the rats stop being on alert and checking hiding spots. After that you can hide and save again. This isn't to say ALL rats should be more aggressive, or even the ones in the playable portion of the game so far, just that the stealth difficulty in the game should increase as the game progresses and Tilo learns/discovers more abilities/items to sneak around.

-Maybe some doors could have a "lockdown" status. Alert a guard, and a gate comes down trapping you in a room. After the guard cools down, the gate opens up again. This could be the kind of thing a "hard mode" adds to the game, or a "new game+", to make a second playthrough more of a challenge.

-Is it possible to hold the lantern AND an item at the same time? Specifically, like when exploring the sewers and needing a light to be able to see the bear traps. If you can only hold the lantern and a stick in the same hand, then it's too dark to see when holding a stick and trying to aim it at the bear trap. I would think that other occasions would arise in the course of the game where you'll need a light source plus also need to be able to hold/throw something (I noticed you can already have the lantern equipped and still pick up stools, for example.) I realize the salt miner's cap solves this problem by putting the light source on your head, so maybe that's the only way to hold a light source and a throwable item at the same time.

-Day/night guard routines: Maybe the guards can walk different paths during the day/night cycles? Can enemies "see" better during the day vs the night (or whatever light levels)? I'm guessing day/night will be a bigger part in solving some puzzles in the game. I do like that the beetles can only be heard at night and that Gusto goes to sleep.

Really excited for the future of this game!
FakeNina
Posts: 137
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Hi JohnGreenArt,

Thanks for your great suggestions, they're very well-considered, and helpful. With a lot of them you've hit the nail on the head! I won't go through them all, but expect to see a good number of these features and ideas implemented in future builds, and the final game. More information in the near future!

FN
FakeNina
Posts: 137
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Hi JohnGreenArt,

Just to let you know that in the next build of GoaT Tilo will be able to counteract the effects of the candle hat by wearing the thief mask! Thanks for the suggestion.

FN
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JohnGreenArt
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FakeNina wrote:Hi JohnGreenArt,

Just to let you know that in the next build of GoaT Tilo will be able to counteract the effects of the candle hat by wearing the thief mask! Thanks for the suggestion.

FN
Shouldn't that be the clothespin or plague mask? I'm confused why the thief mask would work against the poison candle instead of those.

Still, cool! Thanks.
FakeNina
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Hi JohnGreenArt,

Yes it does work with those other items. It basically takes into account Tilo's poison resistance. Sorry for the confusion!

FN
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JohnGreenArt
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Ah, got it. Makes sense!
FakeNina
Posts: 137
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Cool, thanks!

While I have a moment I thought I'd respond to your other suggestions and questions:

Salt Miner's cap poison affected by Tilo's mask - Done!

Candle hat affecting enemies - Good idea! I'll discuss it with Seith, there might be something in that.

Skappbeetle egg clue - Rolo will give you a hint about the Skappbeetle egg locations if you talk to him (and later reveal the locations on a map), but Silas is a good candidate for giving a hint also. I'll see if I can do that.

Faustus - He's going to be a lot more important, and perform a role similar to the one you suggest.

Hornet nests - The hornets' nest will play a much bigger role in the final game. I like the idea of knocking them out of trees, though!

Stealing a flat helmet from a guard - Yes! If that's not working then it might be a bug.

Horses - There are no horses in Dwindling Height, no! (I wonder what noise you're hearing)

Pickable locks - The type of lock on the container should indicate what kind of locks can be picked. You don't have to be wearing Tulong's costume to use the skill. This will mechanic will be used more extensively in the future.

Costume animations - Nice idea, I'll pass it on to Seith.

Function of the lute - Yes, the lute will play a much bigger role in the final game, and Tilo's performances will also be more elaborate.

Bell jingling - This is something we're currently considering.

Guard AI - Seith's implementing a lot of new features to address some of these issues with the guards, more details in the near(ish) future!

Carrying a light source and tool - The candle hat is the main solution to this issue, but we're also discussing some other possibilities for the situations you describe.

Uses of the day/night cycle - Definitely! We have a lot of other ideas for changing up the gameplay challenges at night, some related to other questions you've asked in your post :)

Thanks again,

FN
yellost
Posts: 3
Joined: Fri Sep 02, 2016 7:24 am

Hello,
I just bought the Early Access and tried it for about 10 min (love it so far but I'm currently on a way underspecced computer, so I'll wait till I have access to my proper one before going deeper into it) but I already have a suggestion for the menus : could they possibly loop ? like, when you get to the bottom option, hitting down moves the selection back to the top one. Same with the ingame inventory, using the RB on the rightmost entry should go back to the leftmost one and vice versa.
Unless it's a bug with my gamepad (I'm using a DS4 and InputMapper). If so then ignore me ^^
FakeNina
Posts: 137
Joined: Mon Apr 28, 2014 9:53 pm

Hi yellost,

Thanks for your suggestion, and I promise we'd never ignore you :)
That's a really interesting idea, let me talk with Seith, and see what he thinks.
Hope you enjoy the game (once it runs for you :))

FN
jets100
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Joined: Fri Jun 30, 2017 6:51 pm

Hi, I just discovered your game, and I love it.

I only have one small suggestion, I'm sure you're already working on it...

When Tilo is about to go down a ladder, he appears magically on the ladder, He does not go down the first rungs of the ladder, I mean It would look better if Tilo came down the ladders like a normal minstrel.
Cryptical
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Hello! I've never really gone out of the way to make an account for something like this, but I just absolutely adore this game. I've already got about 6 hours into the game!

The one thing I was really getting frustrated with is a quest tracker of some sort... I've just gotten to the sewers, and I'm absolutely stuck, with no clue of where to go. Perhaps quest items could shimmer, or there could be a marker guiding you on the mini map? Please, please implement something for those who aren't too observant!
FakeNina
Posts: 137
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jets100 wrote:When Tilo is about to go down a ladder, he appears magically on the ladder, He does not go down the first rungs of the ladder, I mean It would look better if Tilo came down the ladders like a normal minstrel.
Hi jets100, thank you so much! Yes, you're right, Tilo should use the ladder properly! It's on Seith's long list of things to do, but I'm sure he'll get to it eventually. Thanks again,

FN
FakeNina
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Cryptical wrote:The one thing I was really getting frustrated with is a quest tracker of some sort... I've just gotten to the sewers, and I'm absolutely stuck, with no clue of where to go. Perhaps quest items could shimmer, or there could be a marker guiding you on the mini map? Please, please implement something for those who aren't too observant!
Hi Cryptical,

Thank you so much! If you talk to Rolo, the Blacksmith, he should be able to give you a map, and put markers on it for various quests if you ask him (for a few florins). Which quest are you getting lost in? If you let us know I'll check if there's anything we can do to make it clearer.

Thanks again, and good luck in the sewers.

FN
Optamyze
Posts: 6
Joined: Sat Jul 01, 2017 8:24 am

Hey, I remember seeing your game for the first time at E3 a while back. I'm so happy now that the game is available on Xbox One. It's not very often a game is released looking exactly like its premiere reveal. Amazing work, you can bet your bottoms that we're appreciative of everything we're experiencing. I am not too far in but I've noticed there's a lute in the miscellaneous tab. Now I'm sure if it's already in the game and I'm just too early to know but the lute should become a tool we can use to put drunken guards to sleep with. Maybe drop some rotgut in a guards patrol path and he may feel inclined to take a swig. Then Tilo can sneakily come out a corner with the lute playing a calming lullaby :lol: I'll post my other suggestions in time but this one seems most fitting for what I've seen so far.
Cryptical
Posts: 2
Joined: Fri Jun 30, 2017 9:46 pm

Hi Cryptical,

Thank you so much! If you talk to Rolo, the Blacksmith, he should be able to give you a map, and put markers on it for various quests if you ask him (for a few florins). Which quest are you getting lost in? If you let us know I'll check if there's anything we can do to make it clearer.

Thanks again, and good luck in the sewers.

FN
Hello again! I did manage to find my way, I believe it was the alchemist quest, where I had to find him? I was so distracted from running from the first Leech enemy, that I completely overlooked the obvious path, aha, so that was mostly my fault. :oops: I don't really have any other suggestions, mostly everyone here has suggested something that was on my mind. Again, love the game, and I just can't wait for it to be fully released!
FakeNina
Posts: 137
Joined: Mon Apr 28, 2014 9:53 pm

Thanks, Cryptical!
BenJammin
Posts: 6
Joined: Sat Mar 17, 2018 7:11 am

I believe it would be more immersive if you could implement character "voices". If, while in dialogue with others, they made squeaks and noises while their text flowed onscreen. That would add more character to their already engaging personalities. I appreciate the character portraits that appear when they talk and how the portraits change in respect to their tone and emotions. I don't think my suggestion is necessary though because I enjoy the game and dialogue, but I'm just noting that it would be a nice improvement.
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