Go wild with your ideas and suggestions!

Share your ideas and thoughts for the game with the community and team.
FakeNina
Posts: 152
Joined: Mon Apr 28, 2014 9:53 pm

Fri Aug 26, 2016 1:37 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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Fri Aug 26, 2016 1:47 pm

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: 152
Joined: Mon Apr 28, 2014 9:53 pm

Fri Aug 26, 2016 3:30 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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Fri Aug 26, 2016 3:38 pm

Ah, got it. Makes sense!
FakeNina
Posts: 152
Joined: Mon Apr 28, 2014 9:53 pm

Fri Aug 26, 2016 3:56 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

Fri Sep 02, 2016 7:49 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: 152
Joined: Mon Apr 28, 2014 9:53 pm

Fri Sep 02, 2016 4:30 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

Fri Jun 30, 2017 7:37 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

Fri Jun 30, 2017 9:54 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: 152
Joined: Mon Apr 28, 2014 9:53 pm

Sat Jul 01, 2017 12:25 am

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
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