šāā¬Fatal Claw's Feedback Review Time!
[p]Hello, Explorers!
[/p][p]Today, we want to share how weāve been taking in all the feedback youāve sent through Discord and other communities and how weāre planning to reflect it in the game going forward.[/p][p]Check out how your voices are actually shaping development! š ļø
[/p][hr][/hr][h3]ā Already fixed and applied[/h3][p][/p][p]These were the most urgent bug fixes and balance tweaks. Thanks for the quick reports!
[/p][p]1. Ortrinde-related fixes[/p][p]The āphase 2 skip bugā reported by Foxboi and Kylar616, along with several boss hitbox issues related to Ortrinde (found by MrPenguin, Drakoniid, and Demajen) have been fixed in version 0.9.106. Boss fights should feel much smoother.[/p][p]2. Chase sequence difficulty adjustments[/p][p]Chase sequence difficulty and checkpoints have been adjusted, as suggested by Foxboi. Weāll keep monitoring player data and continue fine-tuning the balance.[/p][p]3. Upward attack and background updates[/p][p]Based on Chap's report, issues with the upward attack and certain backgrounds in flashback scenes have been fixed.[/p][p]4. Features for faster play[/p][p]The hold time required for skipping cutscenes has been shortenedāthe ideas from dduffek, saint995, and Drakoniid.[/p][p]As requested by dduffek, the Carox menu now loops when switching, making navigation more convenient.[/p][p]5. Difficulty adjustment options[/p][p]Following suggestions from Tank! and Foxboi, a difficulty option has been added that lets you toggle āmid-point savesā on or off while keeping the current difficulty as the base.
[/p][hr][/hr][h3]š ļø Planned improvements and ongoing work[/h3][p][/p][p]These changes are aimed at making the game feel better to control and more comfortable to play.[/p][p][/p][p]1. Combat feel and control improvements[/p][p]- Combo and dash responsiveness: As many players, including Luca, Demajen, Ather, and AU7, have mentioned, we are working on the issue where dashing after a combo felt delayed. Dash windows after combos will be tightened up so you can move faster and pull off more stylish actions.[/p][p]- Consecutive pogo bounces: Based on feedback from RaphaelT, ęÆåŗ, and Luca, we are improving pogo bounce height so that consecutive pogo bounces feel more stable and consistent.
[/p][p]2. Quality-of-life and UI/UX updates[/p][p]- Sound and guidance: Based on Drakoniid's idea, adjusting the sound sliders will now play sound immediately so you can hear the changes in real time. As pointed out by MrPenguin, we are also fixing issues with item equipment guidance and adjusting the timing of when the main characterās name (Kisha) is mentioned so it feels more natural.[/p][p]- Teleport UI: Thanks to feedback from ęÆåŗ, the teleport featureās UI and UX will be reworked to make dimensional travel clearer and easier to use.[/p][p][/p][hr][/hr][p][/p][h3]š¤ Topics for deep consideration[/h3][p]
These are areas where we need to find the best solution without breaking the original design intent or the gameās fun.[/p][p][/p][p]1. Dash invincibility frames (i-frames)[/p][p]As requested by Luca, Demajen, and many others, we are carefully reviewing the idea of adding invincibility frames to dash. Instead of adding i-frames to the basic dash right away, we are considering applying them through upgraded Mutated Skills or certain forms, such as Cabitz, as a core design direction.
[/p][p]2. Fast travel system[/p][p]RaphaelT's suggestion, a fast travel system that skips going through Vanrion's Gate, is being discussed internally. Since it could hurt the gameās concept and atmosphere, we are exploring alternatives, including improving skip options for related sequences.
[/p][p]3. Blink improvements[/p][p]For the Silver Claw (Blink) skill, we are reviewing RaphaelT's ideas such as choosing a direction and improving invincibility timing.[/p][p]Previously, you could gain i-frame effects through the Claw tree, but on top of that, we are now positively considering giving some basic invincibility timing to Blink itself while also adjusting the spacing between related objects.
[/p][p]Even ideas that are hard to implement right away, like ābeing able to just enjoy the view from the observatoryā recommended by MrPenguin, are kept as future candidates. Good ideas never go to waste.
[/p][hr][/hr][p][/p][p]Beyond what is provided here, we are reading through all of your feedback one by one and thinking it over carefully.[/p][p]We will keep improving things step by step while looking at overall game flow and balance.
[/p][p]Your feedback is the most important compass showing where Fatal Claw should go next. Please keep sharing your thoughts with us so we can raise the gameās overall quality together. š
[/p][p]We are also planning to do another feedback review session in the future, so watch this space![/p][p]Thank you.[/p]
[/p][p]Today, we want to share how weāve been taking in all the feedback youāve sent through Discord and other communities and how weāre planning to reflect it in the game going forward.[/p][p]Check out how your voices are actually shaping development! š ļø
[/p][hr][/hr][h3]ā Already fixed and applied[/h3][p][/p][p]These were the most urgent bug fixes and balance tweaks. Thanks for the quick reports!
[/p][p]1. Ortrinde-related fixes[/p][p]The āphase 2 skip bugā reported by Foxboi and Kylar616, along with several boss hitbox issues related to Ortrinde (found by MrPenguin, Drakoniid, and Demajen) have been fixed in version 0.9.106. Boss fights should feel much smoother.[/p][p]2. Chase sequence difficulty adjustments[/p][p]Chase sequence difficulty and checkpoints have been adjusted, as suggested by Foxboi. Weāll keep monitoring player data and continue fine-tuning the balance.[/p][p]3. Upward attack and background updates[/p][p]Based on Chap's report, issues with the upward attack and certain backgrounds in flashback scenes have been fixed.[/p][p]4. Features for faster play[/p][p]The hold time required for skipping cutscenes has been shortenedāthe ideas from dduffek, saint995, and Drakoniid.[/p][p]As requested by dduffek, the Carox menu now loops when switching, making navigation more convenient.[/p][p]5. Difficulty adjustment options[/p][p]Following suggestions from Tank! and Foxboi, a difficulty option has been added that lets you toggle āmid-point savesā on or off while keeping the current difficulty as the base.
[/p][hr][/hr][h3]š ļø Planned improvements and ongoing work[/h3][p][/p][p]These changes are aimed at making the game feel better to control and more comfortable to play.[/p][p][/p][p]1. Combat feel and control improvements[/p][p]- Combo and dash responsiveness: As many players, including Luca, Demajen, Ather, and AU7, have mentioned, we are working on the issue where dashing after a combo felt delayed. Dash windows after combos will be tightened up so you can move faster and pull off more stylish actions.[/p][p]- Consecutive pogo bounces: Based on feedback from RaphaelT, ęÆåŗ, and Luca, we are improving pogo bounce height so that consecutive pogo bounces feel more stable and consistent.
[/p][p]2. Quality-of-life and UI/UX updates[/p][p]- Sound and guidance: Based on Drakoniid's idea, adjusting the sound sliders will now play sound immediately so you can hear the changes in real time. As pointed out by MrPenguin, we are also fixing issues with item equipment guidance and adjusting the timing of when the main characterās name (Kisha) is mentioned so it feels more natural.[/p][p]- Teleport UI: Thanks to feedback from ęÆåŗ, the teleport featureās UI and UX will be reworked to make dimensional travel clearer and easier to use.[/p][p][/p][hr][/hr][p][/p][h3]š¤ Topics for deep consideration[/h3][p]
These are areas where we need to find the best solution without breaking the original design intent or the gameās fun.[/p][p][/p][p]1. Dash invincibility frames (i-frames)[/p][p]As requested by Luca, Demajen, and many others, we are carefully reviewing the idea of adding invincibility frames to dash. Instead of adding i-frames to the basic dash right away, we are considering applying them through upgraded Mutated Skills or certain forms, such as Cabitz, as a core design direction.
[/p][p]2. Fast travel system[/p][p]RaphaelT's suggestion, a fast travel system that skips going through Vanrion's Gate, is being discussed internally. Since it could hurt the gameās concept and atmosphere, we are exploring alternatives, including improving skip options for related sequences.
[/p][p]3. Blink improvements[/p][p]For the Silver Claw (Blink) skill, we are reviewing RaphaelT's ideas such as choosing a direction and improving invincibility timing.[/p][p]Previously, you could gain i-frame effects through the Claw tree, but on top of that, we are now positively considering giving some basic invincibility timing to Blink itself while also adjusting the spacing between related objects.
[/p][p]Even ideas that are hard to implement right away, like ābeing able to just enjoy the view from the observatoryā recommended by MrPenguin, are kept as future candidates. Good ideas never go to waste.
[/p][hr][/hr][p][/p][p]Beyond what is provided here, we are reading through all of your feedback one by one and thinking it over carefully.[/p][p]We will keep improving things step by step while looking at overall game flow and balance.
[/p][p]Your feedback is the most important compass showing where Fatal Claw should go next. Please keep sharing your thoughts with us so we can raise the gameās overall quality together. š
[/p][p]We are also planning to do another feedback review session in the future, so watch this space![/p][p]Thank you.[/p]