
AETHRA : Echoes Of The Forgotten
by AnaryxSof · AETHRA Demo Playtest - Story and Combat Feedback

- Play time
- 20 minStated by the tester
- Played
- Outside the Arcade
- Sent
- Oct 14, 2026
- Accepted
- Oct 14, 2026Report 5 of 5 in this round
Was the story interesting enough to make you want to continue playing? Why or why not?
The story is too long and poorly paced, with no skip button. This makes the game take much longer to play than necessary. There is too little actual gameplay, and it feels more like a visual novel. Every time I meet a new character, I have to sit through around three minutes of dialogue before I can continue playing. This wastes a lot of time and makes the gameplay feel slow and tedious.
Was the story and quest objective clear, or were there moments when you felt confused?
I was especially confused during the quest where I had to find a letter. It turned out the letter was hidden behind a wall, making it difficult to find. The game doesn't provide enough clues to help players figure out where to look, which makes the quest frustrating.
Did you encounter any bugs, glitches, or technical issues while playing the demo? If so, please describe what happened.
At the beginning of the game, before entering the area where the player gains their powers, I encountered a collision bug that made the character appear to float in the air even though there was no wall or obstacle visible.
Also, whenever a side quest becomes active, the main quest seems to get pushed aside, making it difficult to keep track of the main story. There are also bugs with the quest location markers, which sometimes fail to point to the correct direction or location.
Were the attacks and skills easy to understand and use?
The early tutorial from Sera does a good job of explaining the skills and attack mechanics. It helped me understand the basic combat system from the beginning.
Which part of the demo did you enjoy the most, and which part did you enjoy the least?
I enjoyed the boss fights, but the character controls feel stiff and the combat lacks combos. This makes the slime boss feel harder than it should be because the only options are repeatedly tapping the attack button and using skills with a 2-second cooldown. The combat would feel much better with smoother animations, more attack variations, and a combo system.
What are the three most important things I should improve before the next demo?
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Improve Combat and Boss Fights The combat feels stiff and repetitive, with no combo system and limited attack options. Boss fights become frustrating because players mainly rely on repeatedly tapping the attack button and using skills with short cooldowns. Make combat smoother and more engaging.
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Fix Bugs and Quest Navigation Fix collision issues, especially the bug that makes the character float near invisible obstacles. Quest markers should point to the correct locations, and important quest items should not be hidden in places that are difficult to notice, such as behind walls.
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Improve Story Pacing and Quest Priorities The dialogue is too long, and the lack of a skip button makes the game feel slow, especially when every new character triggers several minutes of dialogue. Add a dialogue skip option and make the main quest easier to track when side quests become active.
Before signing up for this website, I had already spent around 3 hours completing this chapter, so I'm familiar with the bugs and issues throughout this part of the game. My feedback is based on my actual gameplay experience, not just a quick test.



