Yeah, the map currently is a pre-baked image with overlaying check marks for found items or cleared rooms (which can refer to a boss, Wozan cage or puzzle). The check marks will always show up the upper left corner of a room, reading from array data. It also lacks zooming capabilities due to some engine limitations. The scheduled update will at least explain the check marks. I’m really considering to redo the map from scratch, but it would be a giant task. Still, I don’t think the map is broken, maybe archaic compared to today’s standards (like myself, haha).
Edit: The usability update is online now! Reworked tutorials, hands-on input prompts, a mini manual that can be called from the in-game options menu, also fixed a pixel shader and Nikolay got a new jump animation.
@BulbasaurusRex: The world layout is constructed in loops, so no matter where you go after reaching the central HUB area you’ll always find something useful, even if it will loop you back at some point. There are a couple of sequence breaks possible, as the game fully commits to non-linearity.
I’d say the area design is one of Outbuddies’ strongest points, the map screen clearly not though It’s also obvious that we need better action prompting in the early game, especially to get players used to the Buddy mechanics. Hope the update will pass certification soon!
@Nimnio: I’ve always been in direct contact with my players as well as critics, that’s how the game became what it is today and I deeply appreciate it. The reason I’m only posting Switch scores is simple. The PC version had a lot of issues when release back in 2019, so all PC reviews refer to the game‘s Non-DX version. I used the range cuz the game is very polarizing, which is of course a different picture than having most reviews close to the actual meta score.
We‘ll have an update with improved tutorials and more hands-on input prompts online soon! I fully agree the map is not that good, but it also gets the job done IMO. The game does no hand-holding when it comes to progression, that’s 100% intended and valued by many players. The gamepad layout may seem a bit strange starting the game, but it will make sense when fully geared up. The controls where shaped with speedrunners from my Steam community over six months since the PC release.
Please keep in mind that the game’s reviews range from 50 - 95 on the Switch, and 86% of my Steam players recommend it.
The last one puts it perfectly in a nutshell: “I have finally found another true metroidvania that values core concepts of the genre - nonlinearity, exploration, challenging boss fights and meaninfull revisiting of areas. I have again felt that strive at first, just like in Hollow knight, where you get to experencie growing more powerful as game progresess, when you stop surviving and start thriving.“
PS: The “low-duck move“ is not meant to be used in combat, it’s just the input to enter the crawling stance before narrow spots and for stealth movement. You can exploit it as an evade strategy, yes, but then you absolutely need to get the input right, that’s true. Make sure to kneel down before pressing R, then no accidential dodge rolling will happen.
Comments 3
Re: Review: Outbuddies DX - Offers Lots To Love, But The Failings Of This Metroidvania Bring It Down
Yeah, the map currently is a pre-baked image with overlaying check marks for found items or cleared rooms (which can refer to a boss, Wozan cage or puzzle). The check marks will always show up the upper left corner of a room, reading from array data. It also lacks zooming capabilities due to some engine limitations. The scheduled update will at least explain the check marks. I’m really considering to redo the map from scratch, but it would be a giant task. Still, I don’t think the map is broken, maybe archaic compared to today’s standards (like myself, haha).
A player is currently crafting a full map, WIP: https://imgur.com/a/RAgjBLZ Maybe helpful for some of you^^
Edit: The usability update is online now! Reworked tutorials, hands-on input prompts, a mini manual that can be called from the in-game options menu, also fixed a pixel shader and Nikolay got a new jump animation.
Here's the control scheme for Nintendo Switch: https://imgur.com/a/br0UXeO
Re: Review: Outbuddies DX - Offers Lots To Love, But The Failings Of This Metroidvania Bring It Down
@BulbasaurusRex: The world layout is constructed in loops, so no matter where you go after reaching the central HUB area you’ll always find something useful, even if it will loop you back at some point. There are a couple of sequence breaks possible, as the game fully commits to non-linearity.
I’d say the area design is one of Outbuddies’ strongest points, the map screen clearly not though It’s also obvious that we need better action prompting in the early game, especially to get players used to the Buddy mechanics. Hope the update will pass certification soon!
@Nimnio: I’ve always been in direct contact with my players as well as critics, that’s how the game became what it is today and I deeply appreciate it. The reason I’m only posting Switch scores is simple. The PC version had a lot of issues when release back in 2019, so all PC reviews refer to the game‘s Non-DX version. I used the range cuz the game is very polarizing, which is of course a different picture than having most reviews close to the actual meta score.
Re: Review: Outbuddies DX - Offers Lots To Love, But The Failings Of This Metroidvania Bring It Down
Hey Guys, I’m the developer of Outbuddies (DX).
We‘ll have an update with improved tutorials and more hands-on input prompts online soon! I fully agree the map is not that good, but it also gets the job done IMO. The game does no hand-holding when it comes to progression, that’s 100% intended and valued by many players. The gamepad layout may seem a bit strange starting the game, but it will make sense when fully geared up. The controls where shaped with speedrunners from my Steam community over six months since the PC release.
Please keep in mind that the game’s reviews range from 50 - 95 on the Switch, and 86% of my Steam players recommend it.
The last one puts it perfectly in a nutshell: “I have finally found another true metroidvania that values core concepts of the genre - nonlinearity, exploration, challenging boss fights and meaninfull revisiting of areas. I have again felt that strive at first, just like in Hollow knight, where you get to experencie growing more powerful as game progresess, when you stop surviving and start thriving.“
PS: The “low-duck move“ is not meant to be used in combat, it’s just the input to enter the crawling stance before narrow spots and for stealth movement. You can exploit it as an evade strategy, yes, but then you absolutely need to get the input right, that’s true. Make sure to kneel down before pressing R, then no accidential dodge rolling will happen.
Best,
Julian