Vivid Knight

Vivid Knight

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Vivid_Knight_Official  [developer] 25 May, 2021 @ 12:29am
Suggesstions & Feedback
We look forward to your comments and suggestions.
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Showing 1-15 of 58 comments
Juniper Seed 27 May, 2021 @ 12:15pm 
I have a few suggestions and QoL ideas to share.

1. When max party size is reached the words 'Back' and 'Front', at the top, get reduced to 'Bac' and 'Fro'. Seems like a small UI bug.

2. When healing at a rest area, units in the reserve don't get healed. If this is a deliberate choice for some sort of balance reason, okay. However, ALL units, including those in reserve, should be healed. This can really hurt rough early-game when you might need to constantly swap units in and out to progress.

3. Strength Ring should be renamed to Magic Ring (or something similar). The effect reduces magic defense, and has nothing to do with strength or physical attacks.

4. When choosing your starter unit, hovering over the Symbols it doesn't show you the other units that share that symbol. This is really terrible for new players. I may opt for a unit that seems cool, but not have enough of units with that Symbol unlocked for it to be worthwhile in the long run. Please change the starting picks to show all the other units that share the same symbol, like how it's displayed when hovering over symbols in the party menu.

5. If I didn't visit the forums just now and read the small tips in the news from devs sub-forum I NEVER would've understood that selling upgraded units allowed you to keep the symbols they have. I understand that English isn't the primary language for this game, and I'm very appreciative to be able to play it (because it's AWESOME!) but that's a huge part of the game that needs to be depicted more clearly in the 'Help' menu.

6. Tooltip for Frozen makes it sound like your units will do less damage, to units with the Frozen debuff. I understood what it was trying to say, but it might be better to say something like "Enemies with Frozen will deal less physical damage, equal to the amount of Frozen stacks." Or something like that, for clarity.

I'm sure there's some more, but that's all I have for now. Thanks for making such an incredible game!
Indiz 27 May, 2021 @ 5:22pm 
Originally posted by Juniper /// SeeD:
5. If I didn't visit the forums just now and read the small tips in the news from devs sub-forum I NEVER would've understood that selling upgraded units allowed you to keep the symbols they have. I understand that English isn't the primary language for this game, and I'm very appreciative to be able to play it (because it's AWESOME!) but that's a huge part of the game that needs to be depicted more clearly in the 'Help' menu.
I don't quite remember if it was during the tutorial or upon visiting the jewelry for the first time but the game does tell you that symbols remain even if you sell the upgraded unit. I do agree though that there needs to be an ingame section to read up on these tips in case you skip them or forget something.
Indiz 27 May, 2021 @ 6:15pm 
Translation for 'Moonlight' effect suggests that the enemy gains a damage increase. Instead it should state 'Increases damage taken [...]' to accurately reflect the effects.
Vivid_Knight_Official  [developer] 27 May, 2021 @ 7:40pm 
Hello.
Thank you for loving Vivid Knight!
We want you to be able to play without any difficulty, even if you speak English.
We want to make it better.
Therefore, we would like to make it better, so please let us know if there are any other strange things.
Cartography Dee 28 May, 2021 @ 8:32am 
-A 2-times animation speed option for battles would be a very good feature to add if possible.

-A seperate sfx and voice volume slider

-Show what the item drops on the map do if you mouse over them.

A little editing is need on some translations as mentioned by others but otherwise pretty functional overall.
Last edited by Cartography Dee; 28 May, 2021 @ 12:24pm
:) 29 May, 2021 @ 8:39pm 
Would love to see this on the Nintendo Switch :steamthumbsup:
Xuande 29 May, 2021 @ 11:09pm 
I'd like better visual indicators for units.

* Something that lets me know in a shop which units are Bronze, Silver, and Gold without having to click on each one or recognize it by memory.

* In battle, I'd like it if the sprites for starred units were made slightly larger, this is something I see in other autobattler games that makes it easier to tell at a glance who is leveled more.

* For the "color" icons, an option to help out colorblind players would be welcomed. I frequently have to click on them to tell them apart from each other.
Fiesta Bot 30 May, 2021 @ 8:35am 
Currently there are no special benefits to making a gold star unit (other than the increased stats and sometimes better skills) despite how difficult it is to make one compared to a silver star unit. And silver star gives you a very good benefit of giving you the unit symbols without needing to have the unit in your party. How about a special additional skill for creating a gold star unit and having it in your party?

For example 'Knight Bruce' has the skill '(Quick) Deals 180% physical damage and Sunder 1 to 1 front line enemy.' What if he gained something like '(Preemptive) Sunder 1 to all enemies.' at gold star in addition to his normal skill?
Cartography Dee 30 May, 2021 @ 1:49pm 
When you open the encyclopedia while playing as Zeola, it opens Ameli'a unit list first so you have to change to Zeola's unit tab. It would be better if it opened Zeola's tab automatically if you are playing as her.
Juniper Seed 31 May, 2021 @ 6:26am 
New suggestion:

Heavy should not carry over between battles.

Currently if a unit with Heavy uses their skill on the last round of a battle, they're unable to use their ability on the first round of the next battle you get into.
baronzo 31 May, 2021 @ 4:42pm 
More witch's maze after the 5th one please.

Don't even care about balancing for now, just make them hard, unfair. and crazy like ascension 20 slay the spire. Hard content will create its own feedback for balance. I think the game is too easy right now to really care about balance.
phylactery rich 31 May, 2021 @ 5:15pm 
More unlockable permanent upgrades (mana, carats) (or have easier difficulty levels where you get more resources)
Xuande 1 Jun, 2021 @ 12:20am 
Originally posted by baronzo:
More witch's maze after the 5th one please.

Don't even care about balancing for now, just make them hard, unfair. and crazy like ascension 20 slay the spire. Hard content will create its own feedback for balance. I think the game is too easy right now to really care about balance.

Agree, though let's not go too far with StS comparisons, I'm not fond of needing to consult spreadsheets of hidden information before attempting to play optimally.

But they've likely got to take care of the more casual-leaning player base first, the players who are hard-stuck at Witch's Maze 1 or earlier. Right now the endgame difficulty is tuned well enough to allow for a variety of builds to succeed, adding more layers of enemy scaling may expose the meta for being relatively narrow with optimal play. It would be nice to get extended support for the endgame including better balancing that would be needed long term, but I don't know if the developers are doing well enough to justify investing more in it.
High Fidelity 1 Jun, 2021 @ 8:14am 
Here is what I miss/ would like to see added:

- There needs to be a filter function on the encyclopedia tab.
Either via color/trait buttons or manual input like "blue" or "stun" to see all the available units that match the criteria.

- A mouse over lookup function on the map for the items/ bosses (unless they are unknown of course) to plan ahead without the need to open up the encyclopedia tab again

- A x2 or x3 battle speed option since some battles (Frozen Turtles and Golem bois I'm looking at you) can really drag out

- Tier 3 units should sell for more than 30 since it's a 9 unit investment. I get that tier 2 stays the same, since you basically "bought" their traits already, but replacing a tier 3 is unfeasible

- I don't know if this would be 'unbalanced', but upgrading gems the same way you upgrade units, would be great! Right now I'm usually only buying 3-4 gems at the Alchemist at the beginning of the game and only repeat this process every 3-4 floors later at most for upgrades. This ends up inflating my currency so much that I usually end most runs at an alchemist and roll for the 'perfect set' each time since I sit at around 1k games but have no reason to send them
Look Sharp! 1 Jun, 2021 @ 12:11pm 
I think a few character's profiles has their gender mistranslated, such as Dia and Amber. Although I guess I can't assume.

As for features, I think showing the results of past runs in the main menu would be neat. Thanks for your hard work!
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