EDIT: THIS WAS PRE-NEW VERSION... MY APPOLOGIZE...
My experience, tips, questions, suggestions, and more!
First and for-most, I'd like to answer one of your questions:
Do you prefer integrated tutorials like modern games (which personally annoy me) or you prefer seperated tutorials like in my game?
In all honesty, I don't really think it matters to anyone as long as they know how to access the tutorial, if integrated into the main game, they can skip it, and if they can just easily get the gist of your game in general. I personally didn't really know that there was a tutorial at first so I went into the game clueless and wasn't sure what to do what so ever so did some research here on your topic and in game and found out the controls. As for the tutorial you do have, I feel it did the job great, (granted people know that there is one - maybe place the tutorial button above the play button or something to make it more noticeable).
Before I start the official review, I'd like to get a few things cleared up. I am very interested in this projects progression and am extremely addicted to the gameplay you have put forth so far! I am also fully aware and understanding that your game is in a very early state. I also did my best to read through all of the previous posts to make sure I don't nit-pick on things that have already been mentioned to you a hundred times, however, I am not aware of what you fully intend for your game such as features or direction, but I will do my best to inform you on what I think is necessary to help your game grow and get closer to a more playable state. With that said, here is my official review.
The FPS dilemma:
As far as running the game on this Dell D630 Laptop running crappy integrated graphics, 2gb RAM, and windows 7, the game starts up and runs for hours without any "LAG" per-say. I am not 100% if it's due to my computer or not, but I do feel that certain game-play, animations, and movement are on the slow side, so maybe test out some higher speeds with things.
I had more than enough time to test out all of the controls as I have easily at least 3.5+ hours of playing time on this game. Yes that is a lot of playing time, but I only managed to use the "game-pad" functionality as it is so much fun and smooth (granted you know the controls). I did find it quite irritating at times that I would have to set my controller down to "enter" or "back" on things since you don't have it where players can do that with the game-pad. I feel like you could probably simplify the controls even more and probably get close to fitting them all onto the one game-pad itself so players don't have to go back and forth game-pad to keyboard. If that seems tricky maybe look into simple combinations and or thumbstick presses as well. Otherwise they are decent controls and get the job done for now. Just need to figure out a simplified way to relay those controls to the player.
Gameplay and story:
The story you currently have written I didn't read until after gameplay so I could see if I could learn the story well enough through your game. I could get the bare minimum main objective of your game, but didn't know the nitty-gritty. Like I had stated before though, I understand the game is at an extremely early state, but as a suggestion, make sure the story/quest-line gets implemented into the game as well to capture our utmost attention so we have something to follow and keep us occupied. This may seem kind of redundant or obvious as a future reference, but like I said I don't know exactly what you had planned for the future either so I am just elaborating on my thoughts exactly.
As far as graphics go, you seem to have a great start. Everything is very appealing to the eye and for the most part sticks to one style. The tutorial level actually almost looked like a finish product to me and looked very well thought through. A+ on the graphics for sure! The only thing is that there isn't much more to say about the graphics as there isn't a WHOLE lot to the game as of yet so there isn't to much variety. That will obviously change within good time though so good job!
Conclusion (for now)
I am not sure how helpful all of this was, but I hope I did my part as a GMC member and hope for the best towards this project! The game has a VERY SOLID start and has great potential and after another update or two you should probably think about forming a small community of players/fans on your own forum/website to get the BEST feedback from people who do enjoy your game. As stated by another member, (unless you want this to be a single-man project), maybe collaborate with another person or two to come up with faster results. If I have been following correctly English isn't your first language so maybe having an English speaking person manage some of your presentation and such so it can look more professional, (not that it doesn't already please don't take that the wrong way haha). If not don't worry too much about it these are very picky suggestions and shouldn't effect the process of your game in a negative way. On that topic, I wouldn't put too much focus towards graphical or old pc issues. I'd worry more about the main mechanics and getting some solid gameplay out there and features. You are much more renown to the public than I so I'm sure you already know this process, and I cannot wait to see what comes out of this! Don't hesitate to ask me anything or if you need assistance with anything there are plenty of us in the community that are more than happy to help.
EDIT 2: I cannot believe I completely spaced this, but more sounds would be enjoyable as well.
So like interaction, AI, actions and more for like sound effects and such. The speed problem also seems to be fixed in this next version. Also just played around with all of the abilities and have fallen in love even more with this game. Love the double-jump, flips, wall-jumping, and wall sliding! its so cool!
Keep up the good work, SlyJakster
Edited by SlyJakster, 07 May 2015 - 02:51 AM.