Hi everyone,
Wow, lots of useful feedback, thanks! Restart seems to be a much-requested feature, probably because people are so used to it from DROD. We'll definitely consider adding that.
Maurog wrote:
The art is a bit meh, but good enough for an indie game.
Any tips on what to improve? The backgrounds, the tiles, the visual effects?
skell wrote:
There is a really big problem with the game - the colors.
Thanks for pointing this out. I'm red/green colorblind myself, so I don't have trouble with these particular colors, but I hate when I can't play a game because of my colorblindness. We'll see, maybe we can tweak the tiles to make them more distinctive.
skell wrote:
Considering that there is quite a lot of different graphical effects, the sudden change between levels does not fit.
Yeah, I guess that needs more polish. We'll get on it!
skell wrote:
The art is pretty good, but the animations are, well, very not-smooth which is a big no-no for me.
Okay. Is the game not running smoothly for you in general, or do you mean there's not enough frames in the walking animations? The trouble here is that drawing the (relatively few) frames we have already took a long time. I guess in our next game we might try to build characters out of parts and smoothly animate those.
skell wrote:
Clouds were introduced in one level and they they didn't appear in the couple next one, the same with the orb - it's something that could be improved
Yeah, I see what you mean. The irony is that it used to be like you suggest, but I moved the levels around to provide a little more variation from one level to the next. But I guess that's potentially annoying/confusing as well.
Tim wrote:
You can switching between the people by clicking on their portrait to the left, but you have to click on yourself in the grid to change is exactly the opposite what I would have expected.
Agreed. There's an explanation for this: we were experimenting with a mouse/touch interface (click/tap on a tile to step onto it), and if the characters are standing on adjacent squares, tapping the inactive character should make the active character step onto that square too. Tapping the active character didn't have a 'meaning' yet, so we made that switch to the other character. But I agree, it's illogical and we'll take it out.
Tim wrote:
You have too much story. Look, it's okay if you say it once that it has too much story, ...
I'm not sure what you mean. Is the story too repetitive, too slow to progress, or do you not like getting a bit of story before each level? You can switch the story off if it annoys you. I guess it's a matter of taste, other people seem to like it.
Tim wrote:
For example, it would be nice if you tell us in advance you could only carry one orb at a time.
Agreed, will add that.
Tim wrote:
Have you decided what the name is of the female character? It's not a good idea to have 2 different names for the same girl, you know.
D'oh! In the first version of the game, they were called Peter & Alice. But because we significantly changed the story and characters, we renamed them to Ben & Isabelle. But I see I forgot one 'Alice'. Thanks for spotting it, we had completely overlooked that for 6 months. :-)
Anyway, thanks for all the great feedback, this is really useful for us. If you have anything to add, please let me know.
Jan.