It's a stretch but I do have a bit of feedback:
- The PDF viewer that you use has ads on the side for other magazines. When I clicked "Download (low quality)" I expected it to download the PDF, but instead it put it in a third-party online viewer.
- As Derme said above, white text on a light background requires a bit of effort to read.
- From what I read, there was one missing word in a sentence (Cave Story article if I recall). Editing and written quality is quite strong in general though.
But overall, this issue is very difficult for me to fault, which doesn't happen too often
If you could take a few screenshots of the download issue, that'd be great. I can't seem to replicate your experience. I did fix the white background, but fell asleep last night before I could upload it. I'll try doing that later today. Also added "story" to the Cave Story article. 60 pages is a lot to go through, and I expected a couple of things to go under my radar.
We [were] hoping we could get some feedback and of course some lovely new fans.
So... your ugly old friends aren't good enough anymore? meh...
I just browsed the magazine and read a few articles. I agree it's a big improvement from your previous effort (which was pretty good itself). But this version has striking improvements in format and organization. Your writing skills had already improved throughout the previous issues, so it's nice to see that improvement is maintained here.
I enjoyed the two What You Can Learn from..
articles. Putting the lesson in context of a popular game is a useful (and enjoyable) way to discuss game design. I liked the discussion about player rewards and level design in Super Meat Boy
. I hope you decide to continue this feature in other issues.
The review of E3 was fun too, with some good information about IndieCade and about the new consoles entering the market. And the short sidebar about Ouya was interesting. Nice article.
I read the review of Scrolls
, even though this isn't a game I'm likely to play. But I was impressed by the level of detail here. And making the page background and color choices match the game's theme is pretty clever. Nice job on that.
Beyond the content, the format and page layout are done well. I used the full-screen / two-page option -- which makes excellent use of my spiffy new wide-screen monitor. The low-quality PDF looks great. And nice job on the page layout and text / graphics mix. It looks slick and professional.
Great issue overall. Good content and easy on the eyes. I'll post again after I've read more articles.
Yeah, we didn't feel like keeping the old ugly ones... haha. I really enjoy the feedback thus far, and appreciate the kind words. The full-screen/two-page option is the only way to read this, I will agree. I designed the entirety of the magazine in Adobe InDesign, so the whole issue shows up in the program as if it were a two-page document, making it really easy to create it as if it were.
Nice work, I had lost interest in the mag after some time of overall bad designs and lack of writers, but I must admit that the new mag is pretty great, I havent read it fully (you took writing seriously this time, boy!), but this is screaming for a printed version
Most of all, I loved the way you integrated the games art to the very same pages you are writing about them, without making the contrast of colours or completely whyte pages with a couple of pictures an issue.. like a pro, this is something your old issues had problems with for a long time, and now its (overall, not completely) gone.
I also noticed how the writing quality has improoved a lot in comprarission with previous articles, I can see, as Chance said above, a very good evolution between issues, that is always nice, especially because you didnt get frustrated by all of the criticism and advices you got, instead you took those and gradually improoved, I think for the best..
One thing I noticed was the lack of signatures at the end of the articles, sometimes I see something I liked a lot (or I disliked a lot whynot), and I want to know who wrote that.. It is a good practice to set the wrters signature somewhere in the article, preferrably at the end, so readers can idetify their favourite writers, or if they have something to complain about hey can know exactly who did that.
If next issues maintain this level of quality in design and writing expect me to be back again and again brett, again, good job
Edit: Having sooo much content on the mag, why'd you choose such and empty cover!? >.<
A printed version would be SO exciting! I agree, many of the older issues' design was a bit off. Some had really strong backgrounds while others didn't have enough to look interesting. I think we've finally found a good middle, with some improvement still available. I'm glad to hear that the writing is improved, which is one thing I knew we had to do for this issue. If people wanted to take us seriously, we need to bump it up a notch and be super professional. The lack of signatures is because I wrote the entire thing - cover to cover. The rest of the team quit after Issue #20, which is I decided to take such a long break, and wait for the summer when I would have more free time to devote to a quality magazine. We have gotten a few emails from people interesting in writing for the magazine, so as long as they are able to write well, I don't see a problem in the quality dropping over time.
Edit: Forgot to reply to your edit. I really liked the cover that Facepalm Games provided for us, and didn't want to make it dirty with text all over it. Plus, if you're accessing the magazine, there's a very good chance you're going through the IndiePowerMag.com site, which has all the articles listed right on there. We might add text on future covers, but the clean feel really helps keep the beautiful artwork alive.
Thanks again everyone for the great feedback, and everyone else, feel free to keep it coming! We'd really like to know what we should add in future issues.
Edited by BretHudson, 18 June 2013 - 06:48 PM.