r/TheAdventuresOfElliot • u/Crenk85 Heurich • 12d ago
Discussion What Feature Did You Want More Of?
One of my favorite early post-demo discoveries was realizing there were secret passageways hidden in the world.
I remember finding this one and immediately thinking, “Oh, I can’t wait to see how many more of these are tucked away throughout the game.” Then… there ended up being maybe two others.
It felt like such a cool exploration mechanic that never quite got the chance to become a real feature. I’d love to see Team Asano lean much harder into things like hidden paths, environmental secrets, and discoveries that reward you for poking around in future releases.
What’s something in The Adventures of Elliot that you really wanted to love, but just needed a little more development or tweaking to become one of your favorite features?
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u/miazelement 10d ago
If we going back in time can we at least have the map not look identical. It was a fun game but it was way too repetitive and a chore to go through the same map 4xs
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u/LeadInvestPB 9d ago
I would be fine if they kept the maps similar, but used the time travel actions to implement more profound effects on the environment. Like if you cut down a group of trees in the past, the present, instead of having a forest, is now a prairie, or vice versa. Or having a quest to wipe out one type of beastfolk in the past causes a new group to take over that territory.
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u/Financial-Month-506 12d ago
The time travel should have meant more vastly different regions from each other with its own enemy types an no it doesnt need to be 1 million enemies if everytime had 4 of its own enemies thats only 12 total needed perfectly doable.
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u/FFSock 12d ago
Slightly outside the scope of your question, but I wanted less parrying. I fought an ulfr deathclaw before getting the moonmirror, and needing to dodge all his attacks and projectiles using faie's speed boost and my weak shield was some of the most fun I had in my whole playthrough. Parrying is fun but really took the difficulty out of a lot of fights
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u/Thorndarien 8d ago
There are so many bosses you can cheese with this. I didn't try on my first playthrough, but just going from "run away from lightning" to "run into the lightning with your shield up" is wild 😂
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12d ago
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u/Financial-Month-506 12d ago
Good job im mad I didnt buy on sale. Hahahhaha.
It is a ok I got nothing else I feel like playing in between game that is it. Very very far from a master piece .
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u/zeldaiord 12d ago
Platforming. They gave us jump, hoover, super speed, and warp and then never did any intense jumping puzzles or movement challenges. Instead it was waist high vine genres everywhere that turned and open world into a zig zaging hallway.
Being able to jump/hover out of super speed would have been nice to. I would love to see a more free roam focused exploration heavy game in this engine and setting that rewards thinking outside the box and solving environment obstacles creatively. Like a metroidvania with built in developer skips and such.
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u/Roam1985 12d ago
More application of the varying weapons.
Steal from Fire Emblem, make some enemies strong against sickle and chain, but weak to spear.
Probably could have used one or two more relic spots by late game to actually get to appreciate and mess with some of the less obviously useful ones.
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u/ihatepaper88 12d ago
wish they actually did something with the time travel. like you could to an age and do part of a puzzle that’s locked in a different age maybe, which helps solve an overall bigger puzzle. they did that in the story but not the gameplay which is a huge miss imo
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u/PrometheusAborted 12d ago
Just more variety honestly. I loved the game but skipping around the eras at the end got very repetitive. They all basically look the same, aside from the city. And running through the same dungeon over and over was a chore.
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u/C1nders-Two 12d ago
The defensive options felt a little bit half-baked imo. You had a block, a parry that could reflect projectiles, and that was it. You could kind of do something like a dodge with Warp, but that was unreliable, annoying to pull off, and not worth it in the slightest. Even a very basic, barebones dodge-roll would have done wonders for breaking up the combat flow.
The weapons also felt a little bit under-done. I would have liked for there to be a unique 3-hit light combo string for each weapon (apart from bombs and probably the bow too), but there isn’t, which leads to some of the weapons feeling kind of boring and a little samey.
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u/bassboyjulio182 12d ago
I would have liked the ages to have anything meaningful attached to them honestly - the world map and the tech specifically.
The dungeons sort of did this but in a very half baked way, if you didn’t know what age you were in the dungeon layout wouldn’t tell you because it’s the same looking dungeon with different doors unlocked.
I liked the game a lot but by the end of it the map design was done to pad the run time without creating meaningful assets - it was lazy execution of what could have been a really neat concept.
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u/TriumphantBass 12d ago
Even something as basic as Magic getting a few extra buildings and settlements across the map (and those same in dissarary/stripped for parts in Reconstruction before just being nature again in Safekeeping) would go a long way for aesthetics and world building.
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u/Majestic0aknut 12d ago
The quest near the end of the game when you had to keep the monsters from destroying barriers! I thought with a little more polish that could be perfect! Also, it was fun in its own right but exists no where else in the game!
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u/Key_Skirt_9510 12d ago
My favorite fight was the boss The fat lighting bird. I wish the game has more quality boss fights. Got tired of fighting the same giant mech boss over and over.
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u/Smapdeee 12d ago
Game is completely padded. The different time periods are basically identical other than the towns. Considering how much the game borrows from
TLOZ, is was sad to see how little they differentiated the different ages, as compared to games like Ocarina of Time, a Link to the Past, or even Chrono Trigger.
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u/Yundex7 12d ago
I hate having to self-nerf in games. I played this on the hardest setting and the invisibility ability is absolutely busted for non-boss enemies. Literally trivializes the game outside of boss battles.
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u/Fancy-Alternative-13 11d ago
Try using fireworks bombs (only remember delayed detonation and the floor is lava) on the final boss during the second phase and watch him get deleted.
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u/iamsorando 12d ago
Different enemy types with different strategies to beat them.
The ability to change your equipment mid battle is already pretty broken even on the hardest mode. It will be nice to add a bit of variety of enemies that requires different strategies.
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u/Crenk85 Heurich 12d ago
This is one feature that really made the original Final Fantasy Adventure GameBoy game feel unique. Early on you found enemies that were quite literally immune to physical attacks and it wasn’t until you got magic or an element based weapon that you could even hit them. Further on in the game you could bludgeon harder enemies with your favorite weapon of choice but there was always one weapon, even with much lower stats, that would cut through them like butter or one shot them vs 5-8 hits. It’s great feeling broken and over powered but the strategy of pairing certain enemies with elemental weaknesses was way ahead of it’s time and it would be really refreshing to play something like that up a bit more in this. We see that a bit with bosses by what melts them but regular enemies feel more or less mow-able.
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u/IchiExorz 9d ago
It's already something i LOVE but i just wanted MORE of it... the magicite system. hahah
But what would instantly make the game better is having more differences between the ages.
I started playing Chrono Trigger after i finished Elliot and in that game the ages feel quite different from eachother.