Punch Club
Trev 7 May, 2017 @ 6:34pm
Intuitive Information
  • Improving stat decay understanding.

    I eventually didn't have a problem with stat decay (except initially) because when it works, it gave me a need to make certain decisions which can be satisfying.

    Maybe redesign the initial tutorial section of the game to more clearly communicate and emphasise that training any/multiple stats (strength/agility/stamina) really high is not how to play this game.

    Please don't use text as a means of explaining things because it usually never works. Different people understand certain words or sentences differently and the way the devs word information can be difficult for players to understand if they haven't worked on the game.

    I was confused initially because this game gave the impression that the core gameplay is training up stats non-stop. I didn't fully understand the book about training suggestions (the first time) on our table at our first home and the game guides players to the gym where we train. Plus this theme about an underdog fighter needing to train created the wrong impressions about how this game was supposed to be played efficiently.

    I don't see any major problems with stat decay as part of this game. I believe the people having issues with it might only need a way to learn how to manage stat decay effectively through gameplay in an intuitive or organic way.

    If stat decay is removed (let's say for Punch Club 2) then I wouldn't mind as long as the game is still fun and the core is about training up our fighter and defeating enemies.

  • Improving combat understanding.

    One thing I would like is reworded ability text and perks. Some of them don't make sense or I cannot understand how exactly they work or how it would be helpful for combat.

    Another thing that could help is somewhere in the initial tutorial of the game explaining or having players learn through gameplay how combat/ability-choices work and what would be effective routes to take.

    The combat is not so intuitive. I only later discovered that kick attacks were best suited with high agility and punches were usually more useful otherwise. These are things I like being in the game because they add depth to the combat and meaningful choice to abilities. I would've preferred knowing this valuable information as early as possible because I initially thought our choice of abilities was very flexible and it didn't matter whether we chose punches or kicks for attacks, it was just a matter of personal preference.

Thank you developers for taking the time to read this feedback. It would be cool if what I said was considered for future projects including Punch Club 2.