Too much talking up on top of the mountain, waiting for the dialogue to type itself out got annoying, make any keypress auto-fill in the rest or something. There, I criticized the talking even though you said not to.
Age 32, Male
Developer
University of Toledo
Ohio
Joined on 6/19/05
Too much talking up on top of the mountain, waiting for the dialogue to type itself out got annoying, make any keypress auto-fill in the rest or something. There, I criticized the talking even though you said not to.
Yeah, you didn't criticize the dialogue as much as the mechanic, which is fine. I'll add that in next time I get a chance to work on it. I have a friend who's a much better writer then me who's going to write out a majority of the dialogue, so hopefully we can make it so they aren't annoyingly long.
That was awesome, but I felt a little bored gameplay wise. I'm sure it picks up soon.
Also less practice targets plz
k, I dunno what to say. The puzzles will pick up tremendously once you get the fire arrows, I have a lot of plans of puzzles and such. I'm confused as to what I can do to make those first 10 screens more engrossing; gameplay wise. Other then having enemies, that's why I made the wolf.
And practice targets will be reduced, now that you said something :D
Ooh, I thought of an idea. The dialogue could be sped up by holding the mouse or a certain key on the keyboard.
Also I discovered a glitch. You can still go over the mountain without visiting the tunnel.
can't wait for this one.
i like archery platformers.
very impressed with the backgrounds and level design.
keep at it!
I didn't think the talking on the top of the mountain was too long or at all confusing, but I didn't like the pauses as it typed itself out. Just have it type constantly for each window, and have a click fill it instantly. That's the formula all snes games used, and it works damn it! In a flash game, I think people are happier when they can just get into the game, then read later. You did that here, so don't worry about that.
As far as the gameplay goes, it feels a bit empty, but still enjoyable on the first play just to explore. I liked battling the dogs, but I wanted them to die with less kills (maybe 2?). Also, for landscape design, it's really important in a platformer for it to feel free flowing. People will often call this good controls, but it relies a lot more on level design. You want the player to be able to stay in constant motion if they time the jumps/falls right.
Some of your screens are quite repetitive in the actions a person has to do to pass them, and that's not so good. The perfect level design is a balance between repetition and variation. If you group actions it threes it makes for some really fun movement. Like three evenly spaced platforms and then a long jump, or three platforms up a chute you have to jump left/right/left to pass.
Lastly, never make a player wait for the mechanics. You want every gap and stair spaced so the player can aim for the perfect point to bounce off into the next jump. If a stair is too low to just hit at the top of the arc, and too high to skip over completely, the player has to wait for the character to fall before they can jump again and it feels like stuff is just in the way. You can give the player more control over the power of the jump to help this. It seems like your game does a bit, so that's good.
The main thing to go by is if anything feel like it's in the way, rather than the way itself.
...Hey, that's kinda zen... :3
That's also pretty interesting. I'll keep this in mind with the next screens I design, I'll also lower the health of the dogs to a point where their not too hard to put down.
But really, thanks for the feedback
Slint
Plyed until the end. Pretty good, waiting for it.