Aight, I'm some random troll, lemme try to address your concerns. (the trick here is the game dev does this, he isn't listening to feedback, but as a random player I get to do it)
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Udderdude wrote:
Clicking a menu option while a tooltip is up doesn't clear the tooltip when it goes to a sub-menu.
I..never noticed that. Huh. I mean, it only really applies to the play game button, but.
Level editor works in the demo, which is a nice bonus, but would be better saved for the full version.
There's some elaborate treachery involving open source that keeps them from locking off the level editor. It boils down to all they can charge for is specific level sets and media.
R key (restart room) very close to Q and W keys, easy to accidentally press it.
Can't say I've ever run into that, huh. Fair enough, I guess..? (I know saying 'just remap keys you have an issue with' is arguably not good game design but I'm really curious how you accidentally hit R)
Tight diagonal spaces don't even look like you should be able to move through them.
I have no coherent argument here, the tiling system has a few flaws.
A key to go directly to the options screen from within the game would be nice.
....I'm /desperately/ curious how often you're hitting the options screen.
It is not entirely clear that going back to the Main Menu will allow you to click Play Game and then resume your game. In most games, going back to the Main Menu abandons your current game.
So, wait, what is the behaviour you wanted....? Do you /want/ it to delete your save...?
Being able to skip the "Story" segments of the game would be nice also.
Hit the spacebar. Agreed that should be in there somewhere.
Default key repeat speed is way too fast to actually be useful during the game. This is especially apparent during the "Roach maze" puzzle. (Quest for Knowledge Scene East)
I admit, I've never used the repeat key for more than, like, quickly moving through rooms.
Having the player need to click on panels to see their result is flawed in a few ways...
Given how complex panel/orb puzzles can get, to have their effects constantly on screen would get..horrifying.
Mouseover or click tips for each object would be a good idea.
This is interesting, but what would you say about something as complex as, say, the Slayer, or the Aumtlich that wouldn't be awful to see every time you moused over. Also, it'd be incompatible with...
Also adding "Click to move" and using the left/right mouse buttons to swing your sword.
Since, well, what if you click on a hot tile?
It would be much better if the panels were colored and raised/lowered whatever color wall. Maybe have it raise bright colored walls and lower dark colored walls.
Again, you haven't run into complex enough pressure panel/orb puzzles to know why this is a hilariously bad idea.
Why can you kill the helper NPC in the puzzle part, but not anywhere else? I killed him entirely by accident, I had no clue that would even happen.
As a joke, I think, more than anything.
Once you know the solution, it's not fun enough to execute it 3 times again, and then have to go back to the 4 corners to kill the other roaches that escape.[/quote And pressing one wrong key in this area accidentally completely fucks you over. These beginner puzzles shouldn't be that strict on execution IMO.
Step 1: hit undo.
Step 2: If 'one wrong move screws you over' isn't your thing, you want to find out NOW, and not in Deep Uncturage.
I don't know what the later levels look like aside from the trailer
I guarantee you that if they picked levels that weren't big on hordes, this complaint would read 'The levels look empty and uninteresting'.
The music is really irritating here. Had to mute it immediately.
Well, this is subjective opinion, but you're still wrong.
Again the problem with puzzles that require the player to execute the same solution multiple times. It's not interesting and the combat isn't fun enough to require the player to kill a zillion roaches in a row.
...There's a little repetition in floor one, yeah, because you're
After I cleared the last room, I exited the room and EXIT LEVEL! appeared on the screen. I had no clue where the exit was, or what it looked like
oh my god just
The pathway directly after is nothing but a one way maze seemingly made to waste the player's time. Why is this even here?
just stop talking
Accidentally going down in the "Crossing" room with the giant yellow bar forces you to go through the cleared level and walking part AGAIN. Seriously? This is where I gave up.
oh my god just stop
the restore button is right there
right
there
tl;dr he has some good points in there, it's worth actually bothering to read the post but he descends into 'I obviously started playing games when they started spoonfeeding me' further on'
and there is a coherent argument we would sell more copies if we acquiesced to his demands but most of them in the latter half would sharply reduce the complexity of the game in a variety of ways, alternately I guess he complains at one point that he screwed up and had to hit restore and it punched him in the eye
you can make this argument that 'making the game more accessible makes it more fun' and that's the thing you're doing with Gunthro but I am going to set up big glaring alarms here that if you lower the bar to suit this guy's frustrations with LEVEL ONE of KDD you're either going to have to neuter the difficulty in the latter half of the game or depend entirely on user holds for difficulty
also I started chortling when his requests actually started contradicting each other