Schrompf
Level 1

Always one mistake ahead...
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« Reply #91 on: May 06, 2013, 02:57:48 PM » |
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I just played your alpha a bit, and I uploaded the session as requested. Here's what I think of it.
Woke up in some strange room. The lighting looks impressive... don't say it's realtime, isn't it? I wasn't able to move anything in there, so it's probably some sort of light mapping. Looks nice!
The woman looks a bit oversized on her breasts... for some reason that put me off. I was expecting some realistic proportions. But I've never been a woman looking down on my body, so I can't tell if it's actually correct or not.
I left the room. And getting out of the room and seeing this strange world for the first time is truly amazing! You captured that experience very well with music and lighting. The voxelized landscapes look realy cool at first, but the popping shadows and the blocky shadow filter reduce that impression a bit. The glow is also nice to look at! The first jumps are well done, but I'd like to have the "decoration" fragments pushed away from the "official" path. I tried to jump over a few times before I realized that they're just decoration.
The movement is... ok. In its current rough state I already got a nice feeling of Mirror's Edge, but I'd want it to be more forgiving, to be honest. I often happened to jump at some well, only to collide with it at view height, and the character did not manage to use her hands to grab that ledge. Thus I fell into the emptyness and needed to respawn. The "press crouch to avoid falling damage" was also quite tight, and there apparently is some sort of stamina meter that limits my movement, but it was invisible. And then I got touched by that bright sphere and had some other meter of sorts. One that slowly reduces while moving around. I'd remove that. The jumping and running is already frustrating enough without a respawn limitation.
Also: If you want to encourage a flow of movement, you need a clear path to execute. Maybe add some hidden/difficult side tracks that hold some collectible, to encourage the player to look around your mostly beautiful world, but I think those should be dead ends so that the player returns to the level path afterwards. I also think that points that I already collected should still be gone after respawn. The abundance of ever-returning white points somehow devalued them so that I pretty soon just tried to continue to see more of the game. But then I failed a few times at this room in the second level, ended up in the pit below where the voxel walls prevented me from climbing up again. So I always needed to return to the previous pit, climb up there somewhere, only to get back to the room I failed and retry there. Is that really necessary? I think this kind of difficulty is unnecessary.
Overall, this game is promising and surely awe-inspiring, but its core movement mechanics need to communicate really clearly what its potential and limitations are. And movement errors should be more forgiving. Avoid the useless back tracking, make failure and retry immediately. And settle to some sort of common unit for all moves so that the player can learn what points of the levels are in reach and how. Currently my impression was that I missed some places that looked interesting to me by only a small margin, and I was never able to tell if another retry would have gotten me there or not.
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