henke on 29/5/2020 at 09:28
I've played a couple hours of it. I'm in the mountain/cave region. It is Mark of the Ninja-ish in how slick and polished it feels, but it's not engaging me as much as MOTN did. There is a lot of complexity, but I feel like often it works against the player because it makes it difficult to predict what will work and what won't. In one recent level I was supposed to rescue 2 captives and bring them with me, so I free the captives then jump down from a hanging bridge into the water below. Oh wait, the captives can't drop down from bridges? Damn. *RELOAD* Free captives, burn bridge, jump into water. Oh wait, the captives can't jump from the ledge into the water? Maybe it's too high or something. *RELOAD* Free captives, burn bridge, toss captives one by one into a bush near the water. Jump down and tell them to follow me as I dive into an underwater tunnel. Oh wait, the captives can't dive? Well there goes my whole strategy for this level. *RELOAD LEVEL FROM START* MOTN might've been relatively simple in its rules but that also made it easier to formulate a plan because you could intuit what would work. There's a lot of complexity here but I'm not sure that's a good thing. I'll keep playing, hoping it does get better in the second half as I get a better grip on the systems.
CrashT on 29/5/2020 at 13:08
Quote Posted by henke
I've played a couple hours of it. I'm in the mountain/cave region. It is Mark of the Ninja-ish in how slick and polished it feels, but it's not engaging me as much as MOTN did. There is a lot of complexity, but I feel like often it works against the player because it makes it difficult to predict what will work and what won't. In one recent level I was supposed to rescue 2 captives and bring them with me, so I free the captives then jump down from a hanging bridge into the water below. Oh wait, the captives can't drop down from bridges? Damn. *RELOAD* Free captives, burn bridge, jump into water. Oh wait, the captives can't jump from the ledge into the water? Maybe it's too high or something. *RELOAD* Free captives, burn bridge, toss captives one by one into a bush near the water. Jump down and tell them to follow me as I dive into an underwater tunnel. Oh wait, the captives can't dive? Well there goes my whole strategy for this level. *RELOAD LEVEL FROM START* MOTN might've been relatively simple in its rules but that also made it easier to formulate a plan because you could intuit what would work. There's a lot of complexity here but I'm not sure that's a good thing. I'll keep playing, hoping it does get better in the second half as I get a better grip on the systems.
We really appreciate you playing and taking the time to comment. For what it's worth I understand the frustration these issues can cause.
Villagers won't drop down through bridges or dive underwater unless panicked, this is consistent behaviour for all NPCs; villagers and guards use largely the same movement, we hoped players would intuit from guard behaviour how villagers could move. This may need to be made clearer. Though villagers won't follow you underwater they won't drown while left alone to tread water and if you are carrying one you can swim freely underwater with them and return for the other.
When it comes to dropping off a ledge into the water this is a bug with that specific level layout for which I apologise, we'll look into reworking that section. Villagers will follow you off ledges into water as they will into grass as both are considered soft landing spots.
Anarchic Fox on 30/5/2020 at 22:50
Looks neat, wishlisted. :)
Tomi on 7/3/2021 at 20:55
Wildfire is a part of the newest Humble Choice, so I thought I'd check it out. I'm only less than two hours in and playing the forest missions, but my first impressions are rather good. There are some interesting game mechanics there, and I expect to see even more as I get further. I dig the art style, even though I'd like to see some more detail here and there. Sounds are excellent. The stealth gameplay seems very basic so far, but it does its job. The way how the enemies react seems a little strange sometimes, especially when they panic, but I suppose people do illogical things when they panic. Like, jump off a cliff to their death when they'd be perfectly safe where they are. And make me fail my "no kill" objective as a result. :erg: I don't really care about the bonus objectives/challenges in the game - I like to mix things up but these force me to play in some certain way.
I'm looking forward to seeing what more Wildfire has to offer. I think it has got the potential to be an excellent game.