This is the stuff I like, so here are my responses
-I'm anticipating mixed reviews based on the controls alone, as controversial as any Zelda game with unconventional controls has been. In the long run, I still tweak the controls here and there, I'm trying to make this scheme as comfortable as possible. Also, the reason I've used the same enemy type for every demo is because most people aren't used to the controls. "More Agile" mobs won't exist in the same way they do in Zelda, they'll have patterns and behaviors fine-tuned to fit this game's control scheme.
-I'll make the time longer, and see if I can tune it to be more fair. I know that I'm much better at the game, because I play it every day, so I'll be sure to tone the difficulty down in the future.
-This is something where, It's easily scripted and implemented, I've just been focusing so much more on the level design itself, that I've got to admit it sort of slipped my mind how rarely it's used. I'll be sure to ramp up the amount of things that can be interacted with. I'm also planning on a cursor icon for the magnifying glass that changes based on whether an object can be interacted with, and whether or not you're close enough to interact with it.
-The graphic being the tiles showing the footholds in the walls? I can make something new, that's more obvious. It's always been obvious to me, but hey, I put them there, haha.
Let me know what you think overall, when you've finished the demo, and what you think of the new character sprites!
(also, maybe an estimate of how long the demo took you to play?)
About your last comments....
- I trust you can make the game with that current control scheme in mind. Be careful and it should be fine.
- Difficulty is ok right now. Well, the game is so early we don't even have time to feel a curve anyways so --- this is worries for later!
- The red text reeks greatness. Make the "scan" zone forgiving and larger than the concerned objects.
Ok now the new impressions since I played the whole thing (around 20 mins)...
- The character sprite is the right size and will be great. I'd love for it to look less "casual guy" and more a guy that's on his element, you know, more "warrior" or "hero" like. But I also don't know whats the story for your game so maybe the character fits well without me knowing
- I suppose its like that because its early but pressing ESC and quitting the game without some "are you sure" type of message is not elegant.
- You probably don't round the character position after it stops moving because when I play "fullscreen", the scaling up makes your pixel art look messed up because the character is at a position that is a fraction like "X = 23,35467"
- Can escape green energy balls (lol)
- At the first Gear mob, I encounter an annoying problem that is probably easily fixed. He was messing around at the bottom of the ladder and therefore, if I was to go down, I would absolutely have to receive a hit. And he really didn't want to go away. I would suggest you have some invisible "no ennemy" zones and make your AI aware of that. Just to save some cheap hits like that. You could put those save zones at the bottom of ladders, around certain interactive objects and the likes. Could be useful. Food for thoughts. Anyhow, this experience of mine here lead me to another point:
- I can kill ennemies from an unevent plane. This got me out of the annoying situation with the ladder base but at the same time, it might or might not be good that we can kill ennemies from a different plane. Design choices!
- Can't go back. Maybe its because its a training level of some kind. In any case, with this type of games I love backtracking.
- Your graphics are great as always. Although I would have bet the pink water was poisonous or something. It doesn't look safe.
- I would love to see a sword swing animation. I wonder if its in your plans. The character would probably feel less "dragged" around as a positive consequence even if you'd have to create 8 animations there
- Another suggestion. I would let the character sink behind trees and stuff for like half character size. That would be enough to not mess your designs and just enough to put some great suspension of disbelief in there + a little bit better sense of space for the player.
- That big sword is awesome. Now I felt I wasn't a wuss. Have you got alot of power ups planned?
- Free suggestion, I love menus. I would have loved to have at least one. It could be your "pause" at the same time. Could be accessible by right clicking on the character with that magnifying glass looking item we have from the beginning or something.
Edited by RangerX, 11 January 2016 - 06:54 AM.