Every Day We Fight

Every Day We Fight

Demo feedback
I want to preface this by saying I'm really enjoying the game as I'm typing this up while I'm playing!

There're bugs at 11 & 13, in case the wall of text below is too much to bother to read :)

1) Silly little thing but with the tutorial icons for which mouse button to use, I interpreted 'white' as highlighting the button to use, and 'black' as negative space/unhighlighted. E.g. when the tutorial for aiming and shooting came up I thought "Huh that's weird, left click to aim and right click to shoot" (but worked it out pretty quickly when left clicking first did nothing haha). This also meant that the prompt to use middle mouse button was tricky to make out because it was a tiny black area in the white mouse icon.

You use orange to highlight things elsewhere (e.g. things which are selected in the menu) so I'd recommend doing that instead - something like this https://i.imgur.com/SfWPGdl.png

2) I can't set resolution in windowed fullscreen - it changes to 1280x720 and is greyed out. In other games where I've had this problem I've been able to get around it at least by changing to fullscreen, setting the resolution to 1920x1080 and then going back to windowed fullscreen so it remembers, but that doesn't work here.

3) Another silly thing, but in the resolution selection dropdown if you scroll all the way to the bottom of the list the list stops scrolling (obviously) but the scrolling keeps going, which scrolls you further down in the video settings menu and makes the resolution dropdown disappear. Kinda annoying, but once I'd realised why the dropdown kept disappearing I could avoid it

4) When I got to the bridge part of the tutorial I tried to use middle mouse button to move the camera down for a flatter angle, so I could see further ahead. I don't know if the camera height limitation is deliberate (e.g. being able to look ahead like that would make certain parts too easy) but if not, it'd be appreciated to have it :)

5) I second the call for shooting out of combat to auto-reload/not use ammo. I was screwed in a fight because I'd used the shotgun to blow some vehicles up beforehand and forgotten that I had to reload manually

6) I tried to rebind 'engage camera rotation' to one of my thumb mouse buttons but got a warning that because middle mouse button was also bound to 'switch sides' it would rebind both to the thumb mouse button? Weird that you aren't allowed to rebind both separately, though I also couldn't see a binding option for switch sides anyway

7) Got to the Rugosa Hotel mission and the tutorial for discoverable things showing up on the map. Now I've started compulsively checking the map to make sure I'm not missing anything, which feels clunky/disruptive - but without it I wouldn't have seen e.g. that the cannon could be inspected. There must be a better way, either a minimap or (my preference) having indicator icons that point to items/points of interest (and that hover on the sides of the screen with an arrow pointing towards them if the item/PoI is off-screen

8) I'd consider whether the map should remember the previous zoom level when you open it - especially now I'm compulsively opening it, having to zoom in on the area I'm in feels clunky too

9) I've tried to rebind floor up and floor down to the mouse scroll wheel in the opposite directions than they are now (because for me, scrolling towards me intuitively means scrolling up a floor because I'm moving the camera upwards towards me, and vice versa) but even after successfully rebinding them, the scrolling still does it the same way as default.

10) Trying to move in combat, when the move is too far it'd be nice if it said how many APs would be needed to make that move, so I know whether it's worth donating AP to that character or if even having AP donated would leave them out in the open

11) Bug? In the hotel fight Dylan got stuck standing up (i.e. not crouching in cover) next to a window. On my turn I couldn't move him even though I had 25AP (I would use move, have the cursor on a valid point to move and click, the other actions would dim but he wouldn't move) and then later when he got shot at I chose scramble and a place to go but he never moved. Clip here: https://streamable.com/il6jp6

12) In the same hotel fight the remaining grenadier ran right up next to Leo and threw a grenade at his feet. Leo scrambled so took no damage, but the grenadier killed themselves. I'm not complaining because it was my 3rd attempt at that mission but I'm assuming you don't want your AI doing that!

13) Bug? In the first stash you unlock the AI characters wouldn't recognise the bridge as a pathfindable route, so they wouldn't follow the character I was controlling, and if I switched to someone who was left behind the person I'd taken over the bridge would jump out of the window to go all the way around to get back to them. Clip: https://streamable.com/j5cnzn (I also couldn't use c to split the party up and do it one-by-one)

14) In the workbench in the first stash you unlock after the hotel, it's really hard (for me at least) to read the green text showing the bonuses given by the mods - green on a brown background (https://i.imgur.com/QmptZAZ.png) It might be because I'm colourblind but still - some kind of translucent black background behind the words & numbers would be helpful.

15) Also just for things to be a bit bigger. Text, the map icons etc. Lots of things feel pretty small.

16) Where the stats for e.g. the Acacian stock say Hold breath cost - 1AP, accuracy - 11%, reticle bloom - 11% does that mean that it reduces the AP cost for zooming in by 1AP, reduces reticle bloom by 11% but also reduces accuracy by 11% i.e. a trade off?

Just finished the demo, sad it's over but looking forward to the early access :)
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SSL LP  [developer] 2 Jul @ 2:35pm 
Heya! Note that we're really close to EA launch and many bugs, quality of life and gameplay elements have already been iterated on.

There will be an updated demo once we launch as well.

Now,

1. This is an interesting take on the UX, several improvements have been made to the tutorial to get people on board easier.

2. Will check with the team, but we did do a a resolution fix at some point, it may affect this.

3. You're ready to be a QA, I'll check with the team.

4. We've taken a look at this specific part of the prologue for launch.

5. Noted!

6. We're aware of weird binds, this is being looked into, if not already addressed for launch.

7. The team has been notified regarding loot visibility/readability.

8. Added yours to the list, seen this one pop-up before.

9. Noted! Not sure if this will make it but we're checking binds in general so it might.

10. Seen some mentions of this, I've noted it for future reference, but I'm not sure it will be included so I'll check with the team.

11. Are you sure you didn't accidentally hit a key that would cancel it out?

12. Working on AI for sure. Can't guarantee they won't occasionally have some erratic behaviour though.

13. Noted!

14. Noted!

15. This was highly requested.

16. It reduces reticle bloom, not the AP cost. Generally a good pick on a fully automatic weapon.

Thanks for playing. :)
Joel 3 Jul @ 3:34am 
Originally posted by SSL LP:

Thanks for the time getting back to me!

3) I actually love playtesting and I've done QA for a handful of early access/pre-release games in return for a game key (well, for free, but was given a key afterwards) so always happy to help. I think my speciality is finding bugs only players that do stupid things would encounter haha. So, always happy to help!

7) I should have amended my notes for this when I got to the end of the demo, but actually I'd stopped compulsively opening the map when I realised that (I think?) the map only shows lore POIs rather than guns/ammo? But either way, increased visibility would be great

11) I'm 100% certain I didn't - he'd been stuck unable to move on his turn for two rounds (clicking a point for him to move to just didn't do anything, but also didn't cancel out of the move UI) whereas the difference with when I was trying to scramble with him was that clicking the move ended the scramble.

I'd guess the difference is because when you move (successfully) on your turn, after you've moved it doesn't exit the move UI i.e. you can move 5 squares, then click again to move somewhere else without having to select 'move' again - whereas when you're scrambling, the moment you click where to scramble to it ends your reaction turn and you start moving but the enemy starts shooting too.

So, when the move was failing on my turn it was still leaving me in the move UI, but when the move failed during the scramble it ended the reaction turn.

16) Hmm... your explanation wasn't at all what I was expecting (as in, why mention the zoom AP cost if it isn't being changed by the mod (wait, unless holding breath normally costs more than 1 AP and this mod just changes it to a flat 1AP?))

Can I recommend that instead of using a hyphen (which looks like a minus) as a delineator, use a colon instead and have a + or - for how the stats change (or nothing, if the stat is staying the same/becoming a flat number). So, for the Acacian stock it would say:

Hold breath cost: 1AP
Accuracy: +11%
Reticle bloom: -11%

That way it's clear what's becoming a set amount, what's increasing and what's reducing.
Last edited by Joel; 3 Jul @ 3:34am
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