Go wild with your ideas and suggestions!

Share your ideas and thoughts for the game with the community and team.
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FakeNina
Posts: 137
Joined: Mon Apr 28, 2014 9:53 pm

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
Posts: 11
Joined: Mon Aug 01, 2016 5:43 pm
Location: New York
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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
Posts: 137
Joined: Mon Apr 28, 2014 9:53 pm

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
Posts: 11
Joined: Mon Aug 01, 2016 5:43 pm
Location: New York
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Ah, got it. Makes sense!
FakeNina
Posts: 137
Joined: Mon Apr 28, 2014 9:53 pm

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
Posts: 1
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
Posts: 2
Joined: Fri Jun 30, 2017 9:46 pm

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
Joined: Mon Apr 28, 2014 9:53 pm

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
Posts: 137
Joined: Mon Apr 28, 2014 9:53 pm

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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