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Post by Stanley on Jun 29, 2012 15:19:04 GMT -5
Hi everyone, first of all, great work, I really enjoyed playing trough the beta. I am going to try to give as precise a feedback as I can, but I regret I didn't take any screenshots to illustrate my point.
- My first thought is that there is WAY too much fall damage in the game. I think you the character takes too much damage and starts taking damage after a very small fall. This is especially weird in a game were the character can almost fly (5 jumps!). Fall damage gets really annoying when the character can jump higher than he can fall.
- At a few points, I got stuck because I managed to get in a cave trough a 1 block large entry obstructed by a moving platform and was unable to go back.
- I must confess than the canon system was unclear to me at the beginning, and I tried to equip them as weapon. That an interesting mechanic, but it is unusual, so it would'nt hurt to explain it some more.
- Please don't show the same tip over and over. I know you can deactivate a particular tip, but most of the time I just hit A when they pop up. That's just how we are used to play games. I must have seen the "clone" tip after dying 10 times or so.
- I loved the character customization part. Especially the fact that enemies can also drop their hats. My favorite one was the scuba diving mask I found in a chest.
Once again, the beta is really fun. I think the game will turn out great.
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Post by Stanley on Jun 29, 2012 15:23:31 GMT -5
I thought of some more : - The music is sometimes out of touch with the action. For example I would be jumping around in a secure area and I would hear some epic symphony.
- Why can't you jump trough and drop from the thin platforms ? That counter-intuitive.
- Multiplayer would be swell.
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Post by Bargol on Jun 29, 2012 19:11:07 GMT -5
Hi, -I agree with stanley. Indeed, when our character is falling (just a little), damages given coming fast -Then, It would be appreciate that a chest is placed in the start place for canons. At the beginning, I didn't understand too why whe need these canons... -I really enjoy this beta for few points and I think this game need a multiplayer part. -One more point, it would be cool that this game have translations (I know this is just beta), I'm french and I will more appreciate this game with a french translation (for example ;D) I'm orry if i made some mistakes in my message ....
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Post by megavolt on Jun 29, 2012 19:44:14 GMT -5
Thought I would post my thoughts in here with you guys rather than start another fresh one hope you guys don't mind Things I likeThe game itself is quite addictive, & once I started to get the feel for it I found myself wanting more. (I found myself playing a couple of hours each time) The quirky `chip Music’ style tunes (and to a degree the random behaviour of the audio track) Retro pixel style graphics and game mechanics Randomly generated map/world from name you give it I very much like the character generation, but I still think it needs to have both genders. The AI for the more aggressive guys after you have completed the beta quest objective * The electrified blocks. More thoughts about the music I found the way that the music sometime seems disconnected from the action at times to be a little disconcerting. Especially when the music takes a turn towards the ambient and you are in a rather non relaxed situation. On occasion it randomly bursts out a tune for no obvious reason. It made me wonder if there are little invisible triggers, and if there are it might be kind of be cool to see them as something that causes the music to play? When some of the monsters / bad guys see you after you have seen the pink E.O.B. blocks the AI seems to have an aggression boast when you actually attack, it would be great if agro also triggers one of the more fast pace tunes and no enemies trigger the ambient relaxed state to the music. Things I would like to be able to do or use in the gameExperience the E.O.B. enemies from the start, would be nice if they could shoot upwards if agro’d too.( Some of the enemies in the beta at least seem to not be agro’d at all?) pac man ghost style ai for some of the monsters I would love to see Unlocking doors, movable/destroyable rocks (maybe not map or AI breaking but ones that require finding a solution item/weapon to find a way past). Pickups you can use to solve blockades, and traps. More Trapswould love to see some tracks such as rock falls, water level rising, gravity trap, fire etc. How about creature/ Monster bait that you can collect to "pull" super nasty creatures for a limited time to get past them? I was very unsure of what to make of the robo dig to build. - i need to play about with it again - i think Special items worth saving for = Minecraft Creeper mask ? (really) ? ;D I really like the game and have enjoyed taster given by the beta so far, thank-you for the opportunity to test it out
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Post by ludotex on Jun 30, 2012 15:53:02 GMT -5
Thanks! Glad you liked it. Ok, this is a 50% 50% situation here. Some people don't like it because they think it's kinda cheap and it gets annoying. Some people love it because it gives them the opportunity to master landing skills by jumping once right before hitting the ground and that give them a sense of control over the hero. We like it that way too. Of course, now if 75% of the people are annoyed we'll change it, but as I said we have a lot people actually liking it. That's the magic of random ... some times weird configuration happens and you get stuck somewhere... this is why your hero is carrying that Cyanide pill at all times ;D You're right. We'll see how we can make it clearer. Some people have raised concerns about this. We'd like to have more feedback from players that actually find it useful too, because the system works as it is when you understand what 'disable tip' does. Full version has some more cool head ware to be found Not sure what you mean. You want to go through a platform when you jump from beneath and stay on it if you land from above ? Like doodle jump ?
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Post by ludotex on Jun 30, 2012 16:11:31 GMT -5
-One more point, it would be cool that this game have translations (I know this is just beta), I'm french and I will more appreciate this game with a french translation (for example ;D) Sorry but this probably won't happen. If we'd start doing localisation (and you needed to be fluent in all languages) we'd have to do french, spanish, german, russian, and so on...
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Post by ludotex on Jun 30, 2012 16:47:28 GMT -5
More thoughts about the music I found the way that the music sometime seems disconnected from the action at times to be a little disconcerting. Especially when the music takes a turn towards the ambient and you are in a rather non relaxed situation. On occasion it randomly bursts out a tune for no obvious reason.... The music tracks are randomly mixed. There is no triggers or anything. The reasons behind it, and it's not perfect, are: - the whole game content is randomly generated, so it made sense to us to randomise the tracks. Sometimes it works, sometimes it's a bit ankward. - making music changes based on events is hard because you never know how long that event will last. So if a fight last 5 seconds, it would be weird to start a new track and end it 5 seconds later for example. I think to make a system that would work on events, you'd have to have one big long tune that loops forever with different layers of instruments or drums that you'd turn on and off depending on events. Will have to think about that more deeply for another game We decided to dumb down the enemies at the beginning so that players can concentrate on learning the basic game mechanics and not be under a rain of bullets right from the start (but it comes later on, and gradually throughout all the game, the ending zone is pretty hardcore) That's something we'd like to do too, but won't be in the first release. We talked about it, and it would fit perfectly in the game. All good and fun suggestions here. It's kinda of a puzzle in itself Thank you for enjoying it and taking the time to give your feedback.
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Post by metaknight on Jul 1, 2012 5:27:14 GMT -5
I'm just gonna write here as well, don't feel like flooding the forum with thousands of Threads of the same Topic. I've actually got an idea how the problem with the "Players don't know how to use the canons" and the "way too many annoying Tips" could be solved. It's very theoretically, i don't know how the perfect solution to this would look like but you could try: Letting the Player start out on an Intro Level, explaining everything step by step like: First a little Jump course with maybe some enemies in it, then an area like the one with the giant dig robot (forgot the Name ) where it automatically switches to a "example" Canon and you need to complete a little "puzzle" with it so you have to learn how to use it, but as soon as you make it and leave the area the Canon disappears, showing the Player he can use it just in certain places and so on, it would teach the Player the Game Mechanics without thousands of menus popping up. Not that i mind reading tips, but i'm not a native english speaker, so it can get tiring sometimes, when you see all this stuff and have to read for ages to understand it. They don't have to disappear completly, a helping catalouge is always neat, but better on command than forced like this. As i've said, i don't know how well executable that would be in the game, just an idea of mine. PS: Don't get me wrong like "The execution of this game is horrible" and stuff, i actually quite enjoy it (allthough the beta is way to short ;D) i just want to help to make it even better.
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