Forager Posted yesterday at 12:21 PM Posted yesterday at 12:21 PM (edited) Street Level Shenanigans: Galaxy Schmalaxy Officer Daniels refuses to send you back to Galaxy City. Habashy won't return your calls, your origin contact is a joke and the line for DFB is around the block. Work can be hard to find for a brand new, street-level hero, but I've got some for you. [SLS] [SFMA] Arc ID: 65481 Solo-friendly Long Rogue Galaxy Schmalaxy is a street-level adventure that takes place following the events of the Galaxy City tutorial. It is a look into what things might really be like for a low level superhero just starting out in Paragon City, so it's set 1-10 Edited 21 hours ago by Forager
Kyksie Posted 17 hours ago Posted 17 hours ago On the first mission I punched some Arachnos, then some Clockwork, then more Arachnos, then a bunch of guys at random, but the mission won't end.
sponazgul Posted 17 hours ago Posted 17 hours ago 9 minutes ago, Kyksie said: On the first mission I punched some Arachnos, then some Clockwork, then more Arachnos, then a bunch of guys at random, but the mission won't end. Have you tried negotiating with them? (Now I want to try this mission out...)
Forager Posted 16 hours ago Author Posted 16 hours ago 1 hour ago, Kyksie said: On the first mission I punched some Arachnos, then some Clockwork, then more Arachnos, then a bunch of guys at random, but the mission won't end. I'm sorry. What did the objective window say? My best guess based on what you're saying is that one of the Clockwork from the boss spawn got loose on that map. The "only boss" option doesn't seem to function or I would almost always use it. The Arachnos are an optional sidequest from Daniels. When you finish the clockwork you just have to go find where you parked.
sponazgul Posted 15 hours ago Posted 15 hours ago I went through and figured out the objectives, which had to be inferred from the dialog in the mission objective text. I appreciated that - I've never seen formatting being applied to the mission objective text. Spoiler I didn't listen to the contact's directions, and that had me help the detective (that I suppose I didn't need to) and that spawned more optional objective text which did add some flavor. I figured out to look for a car, and then another car. Second mission was over so quickly, I felt like I had cheated. Third mission was very straightforward. The fourth mission was a bit challenging, I had been trained by the first mission on how to interpret the dialog of the mission objective text. I think it works functionally for what you are advertising it as - a mission for low level characters to feel like they're just getting started. I was disappointed by the lack of clue text to kind of give a flavor summation of things, or really any text from Forager other than vague "now you do this, now you do that"
Forager Posted 14 hours ago Author Posted 14 hours ago 1 hour ago, sponazgul said: I was disappointed by the lack of clue text to kind of give a flavor summation of things, or really any text from Forager other than vague "now you do this, now you do that" Forager being vague and unhelpful is part of the story, but I didn't intend for him to be actually vague and unhelpful. Sorry about that. Of course... I thought it was all very clear... because I wrote it. My intention was to keep the mission intro as short as possible and then drive the plot through the objective window and the action. I thought glancing up at radio traffic while fighting would not only be more fun then reading paragraphs, it felt more realistic Maybe clue text could smooth it over a bit, since the clues at least ding and give a notification. I'll think on that. I tried to lay it on thick without being corny, but the window is not meant to really be a puzzle or "hints." It's meant to be taken very literally. Thank you for the feedback. I'll see if a few more people return similar experiences.
sponazgul Posted 12 hours ago Posted 12 hours ago 1 hour ago, Forager said: Forager being vague and unhelpful is part of the story, but I didn't intend for him to be actually vague and unhelpful. Sorry about that. Of course... I thought it was all very clear... because I wrote it. My intention was to keep the mission intro as short as possible and then drive the plot through the objective window and the action. I thought glancing up at radio traffic while fighting would not only be more fun then reading paragraphs, it felt more realistic Maybe clue text could smooth it over a bit, since the clues at least ding and give a notification. I'll think on that. I tried to lay it on thick without being corny, but the window is not meant to really be a puzzle or "hints." It's meant to be taken very literally. Thank you for the feedback. I'll see if a few more people return similar experiences. I definitely want to highlight my appreciation for you doing something novel and cool with the mission objective text.
Forager Posted 10 hours ago Author Posted 10 hours ago 1 hour ago, sponazgul said: I definitely want to highlight my appreciation for you doing something novel and cool with the mission objective text. Thanks a lot for taking the time to check it out.
Kyksie Posted 45 minutes ago Posted 45 minutes ago (edited) I tried it again and was able to complete the arc this time. The idea of 'new hero who can't fit in' is fairly novel, there are a few touches of humor, and I like the innovative use of nav bar text. However, the player is never told what they're doing, or for who, or why. Details are sparse with no clues or contact bio. The main problem comes at the end of the arc, where an Arachnos target summons ambush waves at 75%, 50% and 25% health. This is a big no-no when the player has been reduced to level 10. I was able to beat it with a handful of large inspirations, but may players will fail. On the plus side, I encountered a fun bug when the mission ended... Edited 44 minutes ago by Kyksie
Forager Posted 9 minutes ago Author Posted 9 minutes ago 17 minutes ago, Kyksie said: However, the player is never told what they're doing, or for who, or why. Details are sparse with no clues or contact bio. The main problem comes at the end of the arc, where an Arachnos target summons ambush waves at 75%, 50% and 25% health. This is a big no-no when the player has been reduced to level 10. I was able to beat it with a handful of large inspirations, but may players will fail. Can you give me a specific instance where the contact being vague impeded the gameplay? Like an objective that you didn't understand? Part of the plot is that your contact doesn't seem to be very helpful... that's intentional, but I didn't want it to be actually confusing. Maybe I need to lay it on a little thicker? It's been really difficult, as the writer, to look at my own writing and imagine how someone could be confused because of course I know what I meant. My hope is the character feels something about being kept in the dark. Either "Ugh... this guy is the worst..." or perhaps they're a reject as well and are like "screw it, let's ride around and blow stuff up" or perhaps they decide to just use Forager until they can figure out what's going on for themselves. The details are meant to be sparse in the story, but not the gameplay. I'll keep polishing that. As for the boss, that seems exactly how a boss fight should be, to me anyway. If you're talking about the scientist, there's no ambushes. That's just what he does. If you're talking about the mu guardian, it's not that many ambushes. If you die a time or two and need inspirations, the boss is definitely working as intended. Thank you so much for the time and detail in your feedback.
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