Info about 红石遗迹 - Red Obsidian Remnant:

Official game description:
Game System Introduction
------------------------
*   ★ A Roguelike gameplay and action system combined dungeon game.  
*   ★ Up to three weapons—used alternately in the battle, forming intricate attacks.  
*   ★ Props with many varying results to enrich your decisions in adventure as well as your outfits.  
*   ★ Monster differentiation system—the same monster may be affected by various differentiation elements, becoming tough to deal with.  
*   ★ With similar event mechanism like TPRG, all kinds events contain a certain choice and randomness.
What are the creative motive, game plot and game mechanism of the Red Obsidian Remnant? Which games do you use for reference in the process of designing?
---------------------------------------------------------------------------------------------------------------------------------------------------------
As our first independent game, we choose the Roguelike dungeon type, because it is relatively well controlled. All the game experience is concentrated in a single hour of the game time, so that we can be more focused to make it rich and harmonious. Faced with the emerging of more and more roguelike dungeon games, what we can think of is to combine our game with ACT in order to make a difference. We hope the finally added plot can make the game more complete though the story is not the main part of the game.  
Speaking of reference, we’ve seen a lot of good works and I think that encourages us to make our own. So, you may feel intimacy while playing the game. Since we all have been more or less influenced by Falcom, I think our game style is somewhat similar to that. In the aspect of Roguelike elements, we borrow a lot from The Binding of Isaac. I am an old player of the retro arcade games. I played a lot of SNK’s classical fighting games and the Last Blade is my favorite. I like to play on the arcade fighting platform occasionally, to recall the past.  
What elements of the Red Obsidian Remnant do you think are interesting and innovative? In your opinion, what’s the core of the dungeon exploration roguelike game?
------------------------------------------------------------------------------------------------------------------------------------------------------------------
It’s our first time to make a Roguelike game, but we played a lot and we learn from others. The Roguelike game is the concentration of the long-term RPG, in which players have to experience a time to develop, and to develop changing routines in order to maintain freshness in each play.  
The Red Obsidian Remnant is an action game and its fighting routine changes reflect more in moves. Besides, the equipment in the Red Obsidian Remnant is the key to influencing the development of the role. So we let the roles carry more weapons. The moves of each weapon can be used alternately and the combination of different weapons can directly form a fighting style. This can be counted as a solution, which just solved problems in the design. I think rules are born under various restrictions.  
What are the characteristics of the monster system in the game? How to keep the balance of the monster system and the difficulty of the game?
---------------------------------------------------------------------------------------------------------------------------------------------
As the action game, its basic part is to design monsters with different moves, based on which we add monster differentiation system. The differentiated monster will be attached around with spinning balls and each kind of the balls carries various effects, which may cause the monster explode or parasitize, split after death. You can simply do the math. Besides, there exist no monsters with pure armors since the armor will lead to the invalidity of the ACT basic system after the attack, and the failure to attack consistently, which will make you feel suck. Therefore, the characteristic of armors here is only adopted as part of the monster’s moves.  
As for the difficulty and the relationships among monsters, we will enhance the AI initiative of the monsters, times of differentiation and the probability of the emergence of dangerous houses in the high difficulty mode. The premise is to maintain the basic value of monsters.
Sina Weibo
----------

Release date: Sep 4, 2017

Categories: Roguelike, Action, Dungeon Crawler, Weapon Customization, Character Progression, Procedural Generation, Combat


- Hardware Profile: No data
Feature extractions:
- Community Price: No data
- Playtime Metrics: No data
- Time-to-fun: No data
- Player Archetypes: No data


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Enjoyable and varied gameplay (weight 0.97): The game offers a fun and engaging experience with a variety of gameplay elements. Players appreciate the enjoyable combat system, smooth controls, and the ability to switch between different weapons seamlessly. The game is easy to pick up and play, making it accessible for casual players while still offering depth for more experienced gamers.
- Variety of weapons and items (weight 0.92): The game features a wide range of weapons and items, each with unique abilities and effects. This variety adds depth to the gameplay and allows players to experiment with different strategies and playstyles. The diverse equipment and item system is complex and strategic, enhancing the overall gaming experience.
- High-quality combat system (weight 0.9): The combat system is highly praised for its depth, variety, and smooth mechanics. Players enjoy the fluid weapon combos, responsive controls, and the strategic elements involved in combat. The game's combat is described as satisfying, dynamic, and well-designed, contributing significantly to the overall enjoyment.
- Balanced difficulty levels (weight 0.83): The game offers multiple difficulty levels that cater to different player preferences. The difficulty progression is well-balanced, providing a challenge without being overly frustrating. Players appreciate the ability to replay stages without resetting progress, adding to the game's replayability.
- Attractive visuals and music (weight 0.82): The game's visuals are described as detailed, cute, and comfortable, contributing to an enjoyable gaming experience. The music is highly praised for its pleasant and atmospheric qualities, enhancing the overall immersion and enjoyment of the game.
- Roguelike elements and replayability (weight 0.78): The game incorporates roguelike elements such as randomly generated rooms, enemies, and events, adding to its replayability. Players appreciate the variety and unpredictability that these elements bring to the gameplay, making each playthrough unique and engaging.
- Potential for additional features (weight 0.76): Players have suggested various ideas for additional features and improvements, such as a pet system, multiplayer and PvE/PvP systems, and more diverse accessories. These suggestions indicate that players see potential for the game to evolve and expand, adding to its longevity and enjoyment.
- In-game guide and tutorials (weight 0.65): The game includes an in-game guide and detailed tutorials that explain the mechanics and features of the game. Players appreciate the clear and helpful guidance provided, which enhances their understanding and enjoyment of the game.
- Japanese language support (weight 0.06): The game supports Japanese language, making it accessible to a wider audience. This feature is appreciated by players who prefer or require Japanese language support, enhancing their overall gaming experience.
- Endless mode and leaderboard (weight 0.05): The game features an endless mode with a leaderboard, adding a competitive element to the gameplay. Players can challenge themselves to achieve high scores and compare their performance with others, enhancing the game's replayability and competitive appeal.
- Intriguing talent system (weight 0.04): The game includes an intriguing talent system with upgrades, adding depth and strategic elements to the gameplay. Players appreciate the variety and customization options provided by the talent system, which enhances their ability to tailor their characters to their preferred playstyle.

Common complaints:
- Repetitive gameplay and content (weight 0.74): Many players find the game's levels, dungeons, and overall content repetitive. This includes repetitive rectangular scenes, grinding, and a lack of unique gameplay mechanics.
- Poor design and variety (weight 0.68): The game suffers from poor art, equipment, and numerical design. There is a lack of variety in items, equipment, monsters, and overall gameplay content.
- Game bugs and issues (weight 0.67): Players report various bugs affecting gameplay, including character getting stuck, controller input issues, and specific bugs with certain enemies and weapons.
- Inventory and UI problems (weight 0.66): The inventory system is cumbersome, and the UI has issues with scaling and translation. Key bindings and menu navigation are also difficult.
- Lack of multiplayer and additional game modes (weight 0.59): Players express disappointment over the lack of multiplayer, PvE/PvP systems, and additional game modes like random events or mini-games.
- Weak story and adventure elements (weight 0.56): The game's story is simplistic and lacks adventure elements, which detracts from the overall gaming experience.
- High equipment and upgrade costs (weight 0.34): The costs for equipment and upgrades are high, making it challenging for new players and affecting the overall gameplay experience.
- Controller and key binding issues (weight 0.07): Players report issues with controller compatibility and the inability to rebind keys, which affects the gameplay experience.
- Disappointing updates (weight 0.05): Game updates have negatively impacted enjoyment, leading to disappointment among players.

Gameplay feedback:
- Diverse weapon and combat mechanics (weight 0.44): The game features a complex combat system with a variety of weapons, including swords, crossbows, and dual blades. Players can use three weapons simultaneously, switch weapons mid-combo, and perform juggling and stunning attacks. Different weapons have unique abilities and effects, adding depth to the combat mechanics.
- Roguelike dungeon exploration (weight 0.4): The game incorporates Roguelike elements with procedurally generated rooms and enemies. Players can explore dungeons, recruit characters, and collect items. The game also features special rooms, enemy waves, and boss battles, enhancing the exploration and combat experience.
- Difficulty and replayability (weight 0.22): The game features multiple difficulty levels that affect enemy behavior and gameplay mechanics. Higher difficulties unlock new enemies and features, increasing the game's replayability. The game also includes challenge modes and an endless mode with a leaderboard for competitive play.
- Variety in items and equipment (weight 0.2): The game offers a variety of weapons, items, and accessories with different effects. Players can find random weapon and item drops, and upgrade their equipment at shops. The inventory system allows for changes to key bindings and equipment management.
- Combat system with special attacks (weight 0.11): The combat system includes action elements such as jumping attacks, counters, specials, and supers. Players can use shields for blocking and special effects, and spend a meter on super moves. The game also features a rage meter for special attacks.
- Mercenary and NPC interactions (weight 0.08): The game includes a mercenary hiring system where players can recruit NPCs to assist in combat. However, mercenaries cannot be customized or healed. The game also features NPC interactions and side quests, adding depth to the gameplay experience.
- Suggestions for game improvements (weight 0.07): Players have suggested various improvements for the game, including more diverse accessories, improved boss challenges, and varying scene shapes and content. These suggestions aim to enhance the overall gameplay experience and add more variety to the game.
- Boss fights and strategies (weight 0.04): Boss fights in the game require specific strategies to defeat. Players can encounter various bosses throughout the game, and some bosses may require the use of special items or tactics, such as alchemy stones, to overcome.

Performance notes:
- Controller input issues (weight 0.09): Players have reported various problems with controller input, including detection issues, keybinding problems, and general compatibility issues.
- Gameplay-affecting bugs (weight 0.09): Several bugs have been reported that affect gameplay, including bosses and characters getting stuck, as well as specific issues with certain enemies and weapons.
- Resolution and UI problems (weight 0.09): There are issues with resolution adjustment, with some players unable to change it due to a blank UI. Additionally, the game has slow loading times and character model bugs.
- Grindy progression system (weight 0.02): The progression system in the game is perceived as too grindy, requiring excessive effort for advancement.
- Boss health imbalance (weight 0.02): Some players feel that certain bosses have too much health, making battles overly long and difficult.

Recommendations:
- Add more weapon variety (weight 0.24): Players are requesting a wider variety of weapons, including specific types like staffs and special weapons tied to moral values. This would enhance gameplay diversity and cater to different playstyles.
- Enhance story elements (weight 0.23): There is a desire for more story elements and narrative depth in the game. Players want additional levels or plot developments to make the game more engaging and immersive.
- Improve multiplayer features (weight 0.22): Suggestions include adding a ghost mode for dead players in multiplayer and improving the overall cooperative play experience. Players also recommend waiting for co-op mode if not a big fan yet.
- Recommended for action game fans (weight 0.2): The game is recommended for players who enjoy action games, particularly those who like Roguelike action games and fans of similar titles like Dead Cells and Risk of Rain.
- Adjust equipment pricing (weight 0.18): There is feedback about the high price of certain equipment. Players suggest lowering these prices and implementing a gold inheritance system to make progression feel more rewarding.
- Improve NPC interactions (weight 0.17): Players suggest that NPCs should have distinct moral alignments (good or evil) and react differently based on these alignments. This would add depth to the game world and player interactions.
- Add names for AI companions (weight 0.02): A small but notable suggestion is to add names for AI companions to make them feel more personalized and integrated into the game world.

Other player notes:
- Add mid-game save feature (weight 0.03): Players have expressed a desire for the ability to save their progress mid-game. This feature would enhance the gaming experience by providing more flexibility and convenience.

Emotions:
- Frustration (weight 0.15): Players are frustrated primarily due to technical issues such as hit detection problems, bugs causing progress resets, and poor mechanics like stun mechanics and weapon effects. Additionally, the lack of guidance for new players, unclear weapon mechanics, and repetitive content contribute to this frustration.
- Satisfaction (weight 0.15): Players are satisfied with the enjoyable combat system, character progression, and variety of weapons. The fluid combat, high replayability, and detailed mechanics also contribute to their satisfaction.
- Excitement (weight 0.11): Players are excited about the game's overall design, potential, and music. The responsive controls, deep gameplay mechanics, and smooth character actions also add to their excitement.
- Disappointed (weight 0.08): Players are disappointed due to the repetitive gameplay, lack of content, and poor design in multiple aspects. The lack of variety and plot, as well as unmet expectations from updates, also contribute to this disappointment.
- Disappointment (weight 0.08): Players feel disappointed because of the monotonous content design, inability to pick up rewards, and issues with the multiplayer mode. The lack of variety in combat and game content, as well as translation issues, also add to their disappointment.
- Frustrated (weight 0.07): Players are frustrated with the unbalanced enemies in higher difficulties, cumbersome inventory system, and difficult keybinding. Translation issues and bugs forcing game restarts also contribute to their frustration.
- Hopeful (weight 0.07): Players are hopeful about future updates addressing minor issues and bringing further improvements. They have high hopes for the game's future and potential improvements.
- Enjoyment (weight 0.06): Players enjoy the game due to its smooth actions and overall positive gameplay experience. The dynamic and entertaining nature of the game also contributes to their enjoyment.
- Happy (weight 0.04): Players are happy with the enjoyable gameplay, co-op mode, and character customization options. The low difficulty and Japanese language support also add to their happiness.
- Satisfied (weight 0.04): Players are satisfied with the good value for the price and the deep combat system. The fluid weapon switching and effective strategies for defeating bosses also contribute to their satisfaction.
- Bored (weight 0.03): Players are bored due to the repetitive levels and overall boring experience.
- Anticipation (weight 0.03): Players have expectations for the game's future improvements and believe it has good development prospects.
- Angry (weight 0.01): Players are angry due to a game-saving bug that disrupts their progress.
- Confused (weight 0.01): Players are confused by the unclear dungeon system, which makes navigation and progression difficult.
- Boredom (weight 0.01): Players are bored due to the high repetitiveness of the game content.
- Despair (weight 0.01): Players feel desperate because the high difficulty requires more dodging than attacking, making the game feel unbalanced and frustrating.
- Hope (weight 0.01): Players hope that more weapons and items will be added in future updates.
- Pride (weight 0.01): Players feel proud to support a high-quality national game, showing their patriotism and satisfaction with the game's quality.}