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December 30, 2014, 11:12:36 AM
TIGSource ForumsFeedbackPlaytestingSein - Quick Feedback Session
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thomasmahler
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« on: March 08, 2011, 08:57:08 AM »

Hey guys,

After showing a super early prototype of Sein a while ago we decided we'd go ahead and fully produce Sein.



I can only put up links temporarily for now (don't kill me if they don't work anymore by tomorrow) since we plan on making a demo and use kickstarter to fund the rest of the production that way, but I'd love to get some feedback from you guys.

Sein is a 'Metroidvania meets Jump 'n Run'. You're playing a little forest spirit whose goal it is to resurrect the forest. As you progress through the game, you'll learn more and more abilities by helping the forest come to life again. We actually wrote a whole story for Sein, but we don't want to spill the beans at this point.

Here are a couple of early development tests:

Best played using an Xbox360 controller (also works in the browser, you won't need Joy2Key or anything like that.)

Xbox Controls:

A: Jump
X: Run
Analog Stick or Digipad: Move

Keyboard Controls:

X: Run
Z: Jump
Arrow Keys: Move

Special Abilities:

Spin: Tap the Run Button. Works on ground or in the air. Can be used to float for a little bit.

Roll: Press Down while moving. While you're rolling, you can press X to use the fireEmblem for a roll attack.

NOTE: All of these levels are in very early production. We're fleshing out the layouts and then bring in the visuals - most of them are still in an early layout stage.

GraphicsTest:

http://www.warsoup.com/builds/sein/maniacGardenPatchTest.html

Still a little convoluted, has to be cleaned up and composed a little nicer, but it's getting there.

Gravity Level:

http://www.warsoup.com/builds/sein/maniacGravityTest.html

I'd love to get some input on this testlevel: We're talking about how the controls are set-up. Do you guys prefer relative or absolute controls? As in: Are you okay with the current control scheme or should we make it so that you're upside down and you let go of the controls, they change their setup so that pressing left moves you to the left again?

We're still concerned about gravity and making it feel absolutely natural, even though players will walk upside-down and side-to-side, etc.

Horu Temple:

http://www.warsoup.com/builds/sein/maniacHoruTempleTest.html

Early version of the first temple.

Lost Shadow:

http://www.warsoup.com/builds/sein/maniacLostShadowTest.html

In this level, the spirit will have lost its shadow. In order for them to combine again, the player will have to control both the spirit and the shadow at the same time and steer them through the level.

The idea is that we have a unique, interesting idea for every single level.

Anyway, we'd love to get some feedback regarding controls, gameplay and so on. We want to make Sein one of the best sidescrolling games out there, both in terms of gameplay and visuals and deliver a beautiful 1080p 2d game.
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Chris Pavia
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« Reply #1 on: March 08, 2011, 09:49:26 AM »

Beautiful art! Can you divulge any of your secrets on how you got all those atmospheric effects in Unity?
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Jasper Flick
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« Reply #2 on: March 08, 2011, 12:25:03 PM »

Nice atmosphere! Funny little dude. Found out you can turn into a dark version too, even in the Lost Shadow level.

Used a Logitech dual stick controller and it worked fine, except that jump and run were on opposite buttons so a little hard to pull off smooth glides.

Performance was bad on my MBP, horrible stuttering on GraphicsTest and bad on Gravity too. Other levels are better. Couldn't get fullscreen mode to work. Things like deaths took awfully long to fade out and back in.

On the Gravity level, I'm not always aligning with the surface I'm on, need to get off and walk onto it again. So it's not really clear what gravity behavior is intended. But with double jump and wall clinging I could scale nearly anything, even where I'm probably not supposed to go. Got into walls and lava too, even surviving.

Swapping controls would only make sense if you'd swap them too when you're turned 90 degrees as well, otherwise it won't be consistent. As you can be on slopes as well, I don't think it's a good idea to flip controls at all. When moving it's all right, only when I stop for a moment I can forget about the controls and start running in the wrong direction. Not a big deal if it's only one level.

Shadow level is neat but troublesome when one of the two goes out of view. I got enthusiastic at some point and lost my shadow. But I yelled "Cookies!" and it came running back.

A respawn button would be nice, because I fell out of the level multiple times.

Keep it up!
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« Reply #3 on: March 08, 2011, 01:39:24 PM »

I am enjoying the visual effects, too, but the light in the graphics test level is a bit blinding (cool for a while, then irritating).  Maybe it's an effect that you're planning on calibrating, but it would be interesting to feel like being blinded was part of the gameplay!  I ended up falling endlessly at the end of this level.

Gravity level:  climbed up a high wall and then my character disappeared.  But the absolute controls were not confusing (at least from the perspective of someone using a keyboard). 

Horu temple took a long time to fade in, and I missed a lot of the text.  I'm using a 4-year-old iMac, though, so I'm surprised it runs as fast as it does.  Died at a seemingly-insurmountable chasm.

Love the perspective skewing of the Lost Shadow level.  OK, neat, I just noticed I'm controlling two different characters.  Unfortunately one keeps running ahead and going offscreen.  Figured out that I need to sometimes block one while the other catches up.  Made it quite a bit farther in this one without disappearing or dying.
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thomasmahler
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« Reply #4 on: March 08, 2011, 03:05:44 PM »

@Chris: I hope I'll be able to make a little video about it, but it's just good composition and some post fx.

@Jasper: Thanks for all the feedback! We don't know what the heck's going on with the OSX performance - don't have a macbook here at the moment, can't test it, but we know the performance on OSX isn't great yet, sorry about that. I generally think Unity games work less favorable on Macs, which is kinda ironic.

Yeah, the whole gravity level is still early in development, we just wanted to know if it's too confusing for people and what everyone thinks of the control issue - flip it or not. We have to make sure that it always feels natural. When I have people playing Mario Galaxy here, nobody 'gets it'. Because it's 3d AND it has the whole gravity thing, it's just too damn hardcore. We don't want to introduce levels that will completely alienate people from a game they'd otherwise love.

The shadow level will be set-up so that you only have a short amount of time to get your shadow back should he go off the screen - like a mix between Yoshis Island and Micro Machines. The moment the shadow is out of the screen, you'd hear a ticker and if you can't make it, the screen fades to black and boom, back to checkpoint.

There won't be a respawn button because in the demo all of this stuff should be finished and you'll never fall out of a level Smiley

@Ronsho: That's the trick. You wanna keep both at the screen, so if one of them is too far ahead, make sure you find something that blocks him and run against it until the other character has caught up, re-align them to get a better feel for it again. You have to synchronize your brain and those two characters, which gives the whole level a very different feel.

That's what we want for every level - Playing Sein you should see that there are a ton of cool ideas in there, well excuted and neatly packaged.

I'd love to get some more feedback from you guys, especially in regards to controls, gameplay and levels / ideas. Our goal has to be to make Sein one of the best 2d sidescrollers ever and this is exactly why we're asking for a lot of feedback even at this early stage.

Thank you! Smiley
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RichMakeGame!
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« Reply #5 on: March 08, 2011, 03:47:25 PM »

hey, I've only checked out the graphics test and the temple so far. looks gorgeous!! well done so far :]

one thing which struck me though- when I played the art test I thought- really peaceful, ambient game. But the temple level is full of hard jumps and instant death, like its a super meatboy level.. I just felt a dischord between the theme and the gameplay there

ooh, also I found the lava extremely hard to spot when I first played, and jumped straight in it thinking there was just ground underneath Smiley

will check out the other bits soon..
again, lovely graphics work Smiley
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HyperDuckChris
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« Reply #6 on: March 08, 2011, 04:59:17 PM »

Looks incredible, will play the crap out of this in the morning over morning tea!
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thomasmahler
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« Reply #7 on: March 08, 2011, 05:10:33 PM »

Thanks so much for the feedback guys, we want to tackle as many issues as possible and deliver a super polished build for the development preview build, so all the feedback and issues that you guys have with it really help us get there.

one thing which struck me though- when I played the art test I thought- really peaceful, ambient game. But the temple level is full of hard jumps and instant death, like its a super meatboy level.. I just felt a dischord between the theme and the gameplay there

There's a lead-up to it - imagine it like an opera, where things might start a little slowly and it's more about story, but at the end of it (and the temple is basically the end of act1), it's all about coming to this first conclusion. For the first time the spirit and our antagonist meet and it's a big, big deal in the game, but I don't want to spoil it here Smiley

Quote
ooh, also I found the lava extremely hard to spot when I first played, and jumped straight in it thinking there was just ground underneath Smiley

None of the graphics in that stuff is really done yet - we still need to make sure that the lava is all textured, animated and has nice effects, so that it feels hot and hurts your butt by just looking at it.
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thomasmahler
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« Reply #8 on: March 09, 2011, 01:42:17 AM »

Bump - we want to take down the links in a couple of hours, a little more feedback would be really awesome, especially regarding the gravity level / controls.
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Guert
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« Reply #9 on: March 09, 2011, 09:02:47 AM »

Well, I had the chance to try all demos before you took them down. Smiley Here are my personal comments on the demos.

First thing’s first. The visuals are great. Although they are reminiscent of Limbo, I like the more coloured approach. The only concern I have is regarding the front trees. These scrolling trees in front of the screen could become partly transparent when the player is placed behind them. It's not a major issue if there are no obstacles or enemies on screen. However, it's always best to always see the avatar.

In the graphic test build, I really liked the freefall. I know it’s not part of the game, but I liked how I took a leap of faith and dropped. As I fell, the colors started to change from hot colors such as red and orange, to light blue. This is something that could be worked nicely into the final game. Smiley

The gravity test build was also interesting. I enjoyed Super Mario Galaxy and the game reminded me of some of its level concepts. As of now, the controls are cool if you’re on a roll but become tough to adapt if you stop. Lemme explain: If I’m running fast, run up a wall and then do a few jumps without stopping, everything is fine. If I stop moving to recalculate a move, it gets a bit weird. However, you don’t have much control over this. I’m simply warning you that, when doing challenges in your level that requires the player to perform athletic moves from one platform to another, gravity switches makes them much harder. It would also be a good idea to iron out your gravity rules early in development so that they become easy for the player to learn. Right now, I don’t know exactly how it works. For instance, if I jump on a wall on which I can climb on later, will the gravity switch right now or not? If I jump near a wall which is a ground for a floating round platform, will I enter the platform’s gravity center or not? Is gravity switch only occurring by walking on certain part of a wall or every one of them? How does wall jump react to these gravity changes? These are all questions the player will want to know in order to learn the game and reach the locations the player desires within the levels.

The temple build is pretty nice too. The comparison to Limbo is pretty much inevitable. You got a game where a silhouette character is running around in a dark forest. What I like about your game is that it feels much more like a classic platformer. It’s nice to be able to control the character with precision and not feel helpless. It’s also a nice to be able to run. Smiley All in all, the controls are nice and well displayed in the temple level; however, the challenges are pretty hard. Not impossible but they take a while to get used to. I suggest that, if you build a sturdy demo for potential investment possibilities, that you have a softer learning curve. Like I said, I know this is an early demo but it’s best to plan this ahead. One thing I’d like to mention is that, by giving a lot of control to the player, the game become much less moody. It’s not a bad thing but it’s best to plan dramatic event accordingly.

The shadow level was also interesting. I lost the shadow a couple of time and it was hard to see both my obstacles and those of my shadows at once but the concept is good and could work pretty well. With a little more work and some polish, this could become quite fun Smiley

Good job! Good work with the project!  Gentleman
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thomasmahler
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« Reply #10 on: March 09, 2011, 10:42:30 AM »

Thanks for the detailed feedback, guert!

First thing’s first. The visuals are great. Although they are reminiscent of Limbo, I like the more coloured approach. The only concern I have is regarding the front trees. These scrolling trees in front of the screen could become partly transparent when the player is placed behind them. It's not a major issue if there are no obstacles or enemies on screen. However, it's always best to always see the avatar.

Agreed. We'll make sure you'll always be able to see the spirit even if a tree is in front of him - we do need the front trees to convey the depth of the scenes.

Quote
In the graphic test build, I really liked the freefall. I know it’s not part of the game, but I liked how I took a leap of faith and dropped. As I fell, the colors started to change from hot colors such as red and orange, to light blue. This is something that could be worked nicely into the final game. Smiley

A level which is all about free fall is on our list - and we have a nice idea for it Smiley

Quote
The gravity test build was also interesting. I enjoyed Super Mario Galaxy and the game reminded me of some of its level concepts. As of now, the controls are cool if you’re on a roll but become tough to adapt if you stop. Lemme explain: If I’m running fast, run up a wall and then do a few jumps without stopping, everything is fine. If I stop moving to recalculate a move, it gets a bit weird. However, you don’t have much control over this. I’m simply warning you that, when doing challenges in your level that requires the player to perform athletic moves from one platform to another, gravity switches makes them much harder. It would also be a good idea to iron out your gravity rules early in development so that they become easy for the player to learn. Right now, I don’t know exactly how it works. For instance, if I jump on a wall on which I can climb on later, will the gravity switch right now or not? If I jump near a wall which is a ground for a floating round platform, will I enter the platform’s gravity center or not? Is gravity switch only occurring by walking on certain part of a wall or every one of them? How does wall jump react to these gravity changes? These are all questions the player will want to know in order to learn the game and reach the locations the player desires within the levels.

Gravity is still a major headache for us - making it completely intuitive is hard to achieve. I think most 'casual' people out there never really got Mario Galaxy becasue of that. Everyone here enjoyes Mario Bros Wii much more than Galaxy especially because Gravity is confusing and it's 3d on top of that.

I think we should have an easier time with the gravity concept, but there are a few things left to tackle to make it feel really great.

Quote
The temple build is pretty nice too. The comparison to Limbo is pretty much inevitable. You got a game where a silhouette character is running around in a dark forest. What I like about your game is that it feels much more like a classic platformer. It’s nice to be able to control the character with precision and not feel helpless. It’s also a nice to be able to run. Smiley All in all, the controls are nice and well displayed in the temple level; however, the challenges are pretty hard. Not impossible but they take a while to get used to. I suggest that, if you build a sturdy demo for potential investment possibilities, that you have a softer learning curve. Like I said, I know this is an early demo but it’s best to plan this ahead. One thing I’d like to mention is that, by giving a lot of control to the player, the game become much less moody. It’s not a bad thing but it’s best to plan dramatic event accordingly.

The temple is the last level that you can only enter if you have like 70% of the rest of the demo completed. So our hope is that players at this point will not have a super hard time with it. Even though it is still pretty hard - I guess we've all been kinda inspired by Meat Boy and its ultra hard levels Smiley

Did you actually manage to get to the big door at the end?

I'm not that concerned about the game being less moody - for us, it's always gameplay first. There is a story in the game for people that like to fully get into it, but we won't force you to do so. Sein works like a poem, every now and then you pick up a snippet of the story and if you put all of them together, you understand what's happening.

Quote
The shadow level was also interesting. I lost the shadow a couple of time and it was hard to see both my obstacles and those of my shadows at once but the concept is good and could work pretty well. With a little more work and some polish, this could become quite fun Smiley

I think so. I think the shadow level alone could be enough to make a nice little game. VVVVVV was a super polished experience of one idea - in Sein, a mechanic like that will have its own level and we try to bring most of what that mechanic can do into that level and then move on to the next idea. So every single level will have to be an insanely polished, awesomely addictive experience.

I think it'll be super interesting to see how people will react to the story as well. It's hard to make a story work in a Jump 'n Run styled game, but I think we have the right approach. And we won't even force the player to watch stupid cutscenes.

Thanks for all the feedback, guys! Will post more stuff as soon as we get the demo done.
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Guert
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« Reply #11 on: March 09, 2011, 11:24:33 AM »

Oh yes, I forgot to talk about teh story you have worked in. It will be quite interesting how you guys include the story in the game. I'm looking forwad to see how it will blend in a final level Smiley

I didn't not reach the end of the levels, unfortunately.
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