Highest Rated Comments


_Auron_2 karma

Going through my playthrough I definitely got vibes from all of the titles you mentioned. The great emptiness between important locations that have more detail where most of the focus will be at (Shadow of the Colossus) and the architectural feel sometimes, the cute dialogue and clever natural level design for puzzles with no combat (A Short Hike), and climbing around entire large areas was articulately designed, with some particular vertical spacing just right for some of the stamina upgrades bringing the tension of making that next wall climb or not - and of course the obvious Breath of the Wild influence down to how the stamina recharges when paced vs. exhaustion recharge preventing use until full recharge, even with the upgrades. The mask system also gave me Majora's Mask vibes, especially with the Shade one and its associated quest.

The handling of zooming and panning in the camera for some quest dialogue among the characters, simplistic and faceless as they may be, echoed the narrative design of Zelda games incredibly well. At least that's how it felt to me.

There's a lot of nice game design decisions you took to heart and it really, really shows in Sable. I know fixes, performance buffs, and quality of life improvements will come in due time. I just wanted to thank you for making such an incredible experience and what I consider game of the year. Bravo!

_Auron_1 karma

Interesting, thanks! It really is a shame the Gear VR's port only takes in power and not data.

_Auron_1 karma

Is there any kind of compatibility with the Gear VR or plans toward Android devices?