Posted 28 July 2012 - 03:34 PM
I'll be entirely honest with you here, the game is riddled with bugs and questionable design decisions but its more interesting than most I've played. I couldn't help but think while I was playing how much it would benefit from a bit of proper design. It really showcases how bad 'default' is, and makes a lot of other things look much better by comparison. I reminds me a bit of a project I'd done about two years ago; I thought it was fun to play but looking back, it was a quagmire of lazy programming and poor planning.
Pros -
Good descriptions, interesting plot, decisions have meaningful setups and apparent consequences. The graphics are largely inconsistent but functional.
Cons -
Controls are awkward, no standardized interface, questionable design decisions, apparent lack of play testing, bugs/glitches, inconsistent player feedback, vague guidelines and goal framing.
My Suggestions -
You have a workable base here; that's something I don't say very often. The difference between it being interesting and being good is whether or not you are willing to fix the most major offenders. For instance, the escape key entirely quits the application. There is no confirmation dialogue. Also, level design is awkward as there is a heck of a lot of dead space on the maps. The player is like 16 pixels tall but you navigate entire continents, just wandering around until the next interesting scenario pops up. Combat is largely unsatisfying (though the animations are good) partly because it feels ignored. Hit detection for enemies is inconsistent, and on several occasions I was 'rooted' while being attacked. I don't know if that is intentional, but since it only happened some of the time its clearly buggy. You can tell the bounding box is your entire sprite and no effort has been made to make use of depth. The inconsistency is probably one of the oddest 'problems', your 'F' key menu is interesting and functional, as is the main menu. Most of the sprites seem well done, but that style doesn't translate to the background.
It all boils down to an experience that feels amateur. I imagine the 'behind the scenes' here is either exceptionally simplistic or a horrendous maze of bad programming but with a lot of work you could definitely up the ante on this project and, in my opinion, make it shine. Right now it looks, feels and plays like an early alpha of a good idea.