wait, so those are screenshots inside windows inside another screenshot? Screensheption...
I actually can see nothing, screen is big, but actual screenshots are too small... Please use crop...
Male
07 April 2013 - 08:10 PM
wait, so those are screenshots inside windows inside another screenshot? Screensheption...
I actually can see nothing, screen is big, but actual screenshots are too small... Please use crop...
31 March 2013 - 03:11 PM
I played this game for few hours, this is what I can tell:
- Why is every element of interface is so small? The only place of focus is your main pop up. But why is it only 1/20 of the whole window? There is plenty of space for everything: char stats (I really can't see them, they are so small, I spend several seconds to read information I need), inventory, spells. Is there any reason I need to push |> every time to see actions? Can't it be open by default? Like I said, there is plenty of place for everything. Same goes for items that dropped, I want to see them all the time, so I wouldn't miss anything.
And don't tell me you done this for a "minimalism design". Because this is a bad excuse.
- Is there is a point to killing enemies if I can't kill them all? Other than experience? I played it for few hours, and still don't know how this works, does they stayed killed when I return next round?
- Why does all enemies are so hard? I can't even kill first monster encounter. A rat will easily kill a professional warrior. What? I don't want to question your game for suspension of disbelief, but, c'mon, how do you think I feel? I'm a warrior, and I can't kill a lvl 1 rat after a half of hour of play.
- Half of hour of play, and I got no skills, no spells and absolutely no money to buy anything.
- and the next few minutes after this, I found powerful item and received passive skills. I became at least 3-5 times stronger than I was. Felt very unbalanced...
- Searching for lvl1 dungeon is a sure death. Ups.
- Is there a difference if I roll purely or good? Should I feel bad if I get 1? Because I felt there is no difference whatever I roll, it just slows me down from fighting another monster or doing quest.
- How can I know if an item is useful or not? Should I sell them all? Should I drop items that cost 0? Should I keep them all?
- When I die, I start all over. Don't you think it's a little bit harsh for a few hour quest game?
And those are not the questions I want you to answer me. This is how a player that see your game for the first time feel.
Here is a main problem. I see this game as a light, fun time filler, but not are epic battle for my whole day (like Heroes of might and magic for example). I feel it should feet perfectly on a mobile devices (like iPad). But how much should a player expect to play a single quest to finish it? I played 2 hours and couldn't finish FIRST quest!
I can only add new missions, enemies, items, etc.
I wan't you to do quite the opposite. Reduce all your thousands of thousands actions/enemies/items to only few. And create first few missions that can be passed in a half of hour. 2 rounds should be more than enough. All the items and actions will be great for advanced experienced player, but you ignoring the beginner player. All the options on a first mission will make his head hurt.
You should reduce "seriousness" of the game. Make level up faster, it should be possible to buy something in market, make quest faster to complete. Leave big quest for a later game.
Hope it helps ;]
*Edit*
I saw your gameplay video, it seems you passed first quest fast, but I had different story when I played (second quest), it took me a LOT longer as a novice, because of all the options I had to explore and figuring out what to do.
30 March 2013 - 05:35 PM
I think we should understand what complexity really mean.
You may have a game with only a single object and a single action, and complexity will be EXPTIME-complete (Go - is the example). Or a game with many thousands of objects/items and actions, might be very light (example - Button Men).
In your case, it's a heavily luck driven light game, where main mechanic is "roll the die -> explore". All the objects, actions, items and skills add variety, but not complexity. (Complexity may come in defining the rules for this game, but this is a different topic).
Don't get me wrong, I'm not saying it's bad or something. In fact, you should have taken it to advantage, but like I said, gameplay/navigation/design is slowing it down...
30 March 2013 - 05:02 PM
Interesting idea.
But I think game is broken. This is what I encountered:


28 March 2013 - 12:47 AM
this game is very complex so it is not a typical board game
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