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1073606 Posts in 43995 Topics- by 36015 Members - Latest Member: Dullmouse

December 20, 2014, 03:31:39 AM
TIGSource ForumsFeedbackDevLogsFinishedAnodyne - Android version available now
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Author Topic: Anodyne - Android version available now  (Read 81998 times)
Sean Hogan (seagaia)
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« Reply #340 on: January 01, 2013, 10:25:17 PM »

Trailer looks good. What day will "available now" be on Wink?

I'm hopin' mid to late january. I feel a little stressed because of MAGFest coming up, and getting a root canal at the dentist, so it's hard to think straight, but I'm just workin' on the game.

Don't worry, the game WILL be finished.
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rickardwestman
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« Reply #341 on: January 01, 2013, 10:58:45 PM »

Hey!
Game looks really nice! I like the overall feel of the trailer. Good job man!
I just have some small feedback that you might want to consider. I don't know how rough this cut is so you might have thought about this yourself anyway.

In the very beginning of the trailer I kind of felt the shots to be a bit rushed, maybe it would be cool to extend the lenght to the opening shot where the character walks up to the blue outlined blocks a bit. I even expected som kind of interaction with the blocks.
Then when you get into the next shot of the character talking to the monk I didn't have time to read the text. If that is intentional for some purpose, leave it like that. But if you want people to read it you might want to extend the time for that, and if it is not important then I would suggest that you would consider leaving the text out.
I like that the pace increases during the trailer but having even more time on some of the beginning shots could add even more to the atmosphere I think.

Another thing that came to my attention was the screen "transitions" in the later part of the trailer, where you get that movement of the camera when the character is walking out of the screen and the camera is following him. All that camera movement felt a bit too much at times. The shots where the camera didn't move felt better to me. Especially when you had a cut in the middle of the camera movement and came right into another camera movement...
I love the screens where the flower explodes but I think it would feel better without the camera movement at the beginning and end of the shot for example.
Maybe it is just a matter of taste but in my opinion I think that to focus on what happens in a single screen could be a good thing.

Otherwise I absolutely love the feel of the trailer and all the cool characters and enemies and bosses! Great stuff!
Can't wait to see the finished version of it!
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« Reply #342 on: January 02, 2013, 03:02:40 AM »

So you can pre-order the game now at www.anodynegame.com for $7. This is less than the release sale whih will be $8 and even less than the no-sale-price, which will be $10.

ALSO I'm looking for criticism on my current draft of the release trailer:

It's unlisted so please don't share it.

http://www.youtube.com/watch?v=3RF9S8ARs7M

My intent was to keep energy in the video and convey that you will be exploring and fighting in a varied dream world of a character, with some elements of mystery floating around...



First I just preordered the game :D yaaaaay :D (btw its my first game to preorder it, I never preorder games :D hehehe)

Second thing about the trailer its nice but I think the first part before the word explore is long I think its better to be shorter just showing things before getting in the world

The the part of explore I think it would be better to be also shorter or you better to add more words in it like (Explore then Solve (for puzzles) then fight and Keep Alive and etc...)

I didn't like the talking dialogue parts in the middle of the trailer I think making it confusing as I want to read the text but it moves fast Smiley

But overall its a nice trailer as it is but the points I am talking about will make it better Smiley
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Sean Hogan (seagaia)
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« Reply #343 on: January 02, 2013, 06:32:09 PM »

Okay, thanks guys. I've talked to Jon a bit and looking at those comments I think I can make it better. Will work on it in days to come.

For those just reading:

Pre-orders are out for the game at: ($7 instead of $10)

http://www.anodynegame.com/

Pre-orders for the ost: ($3 instead of $5)

http://seagaia.bandcamp.com/

And there's a draft trailer I'm looking for feedback on:

http://www.youtube.com/watch?v=3RF9S8ARs7M


---

For news, worked on some areas today. Put the last one in place. Hoo-hah!

MAGFest tomorrow till Sunday. Thankfull the showcase is only 9-5 so that gives me time to work on the game and presumably socialize.
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eigenbom
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« Reply #344 on: January 02, 2013, 06:51:00 PM »

Had a quick play of the demo, this is very nice seagaia, well done! The text is too big and scrolls too slowly for my taste, but that aside, it seems really well done and the music works well too. Good luck with the pre-orders! I pre-ordered the game just then, and look forward to the release. Smiley
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Lain
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« Reply #345 on: January 02, 2013, 07:19:31 PM »

Whats been bothering me a little is that, because the rain sprite is angled and not straight but goes straight down, it kind of looks like the rain is falling backwards.

It's an optical illusion fixed by making the rain go -X amount of pixels every so often or making the rain sprite straight.

Just a minor thing thats been bugging me.

EDIT:
To clarify "rain going backwards"..
Because of the angle of the raindrop, you would expect the trajectory to be a certain way, in this case to the left.

But because it goes straight down it looks like it goes slightly backwards instead of to the left which you would expect.
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« Reply #346 on: January 03, 2013, 04:56:57 AM »

Regarding the trailer, I'd suggest using a different font on the cutaway text, that one seems a little out of place. I think it'd be better if it didn't cut away to a black screen to show the text either, maybe fade in on top of the game play then fade out whilst increasing size slowly; I think that would suit the sort of mysterious/ambient vibe of the music more than suddenly switching to a black background.

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Sean Hogan (seagaia)
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« Reply #347 on: January 03, 2013, 10:38:30 AM »

Thanks guys - text scrolls a bit faster, made the rain move a bithorizontally. Looks good. Claw thanks, will probably change that.

Polish is good!
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« Reply #348 on: January 04, 2013, 09:14:28 AM »

Trailer feedback: I'd change the font when it says "explore..." "...fight..." and so on. It's good for long texts, but it doesn't have the punch for these short words. Check out dafont.com, there are some good free fonts there.

I'd also remove the ellipsis ("..."), they are distracting and give, at least to me, an uninterested tone to whoever is telling me I can explore and fight. Like "yeah, you can explore... but it's kinda boring...".

It's a decent trailer, if only a bit sad and lonely. I guess it fits the game, though. At least you're not giving the wrong impression, it's just that the impression isn't the most pleasant one.
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Sean Hogan (seagaia)
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« Reply #349 on: January 04, 2013, 05:21:31 PM »

Trailer feedback: I'd change the font when it says "explore..." "...fight..." and so on. It's good for long texts, but it doesn't have the punch for these short words. Check out dafont.com, there are some good free fonts there.

I'd also remove the ellipsis ("..."), they are distracting and give, at least to me, an uninterested tone to whoever is telling me I can explore and fight. Like "yeah, you can explore... but it's kinda boring...".

It's a decent trailer, if only a bit sad and lonely. I guess it fits the game, though. At least you're not giving the wrong impression, it's just that the impression isn't the most pleasant one.

Yes, good points. I'll look for another font. I'm glad at least it gives off that impression.

Wondering what facets of the game I could bring out otherwise to make it less that way, though maybe it's okay - after all the themes of the game are not happy ones (perhaps...hopeful, but that may be hard to do in a trailer), and very much things in the game are related in some ways to sadness/loneliness, etc.

I'll work on all the suggestions (probably today) and we'll see how it turns out.
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poe
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« Reply #350 on: January 04, 2013, 05:45:47 PM »

After people play it, ask them their favorite parts. Put those in a trailer?
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Sean Hogan (seagaia)
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« Reply #351 on: January 05, 2013, 09:09:15 PM »

People seem to like the game in generla from the many people who've played it at MAGFest.

Anyways, MAGFest helpe dme to fix a afew small design issues and bugs. I'm putting in a Sound Test right now, and now I'm definitely done with any secret mini-dungeons that may or may not be in the game...

I probaly should have gone with other people to MAGFest or be more outgoing - I just work on game and stuff after sitting at the table booth thing. Oh well.

hopefully we get pax east indie mobile, but that seems tough...we'll see.

At least I met some cool devs and people there. Saw a few tigsourcers too!

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« Reply #352 on: January 05, 2013, 09:28:25 PM »

That gif makes me chuckle
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Alec S.
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« Reply #353 on: January 05, 2013, 09:41:50 PM »

Aw yeah, pre-ordered!
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poe
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« Reply #354 on: January 06, 2013, 07:45:06 AM »

People seem to like the game in generla from the many people who've played it at MAGFest.

Anyways, MAGFest helpe dme to fix a afew small design issues and bugs. I'm putting in a Sound Test right now, and now I'm definitely done with any secret mini-dungeons that may or may not be in the game...

I probaly should have gone with other people to MAGFest or be more outgoing - I just work on game and stuff after sitting at the table booth thing. Oh well.

hopefully we get pax east indie mobile, but that seems tough...we'll see.

At least I met some cool devs and people there. Saw a few tigsourcers too!



I always disliked bike girl, but watching you drown is a new low.
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herror
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« Reply #355 on: January 06, 2013, 03:16:35 PM »

Hi. I just played a small bit of the demo (yeah, I'm a bit late to the party..).

Some first-impression feedback:

I have the impression that you're giving too much information, specially with the level design and the controls.
IMO you don't have to tell the player to move, since you're using the arrow keys, and you don't have to show how to interact with stuff since the game starts with a 'press c key'. Repeating this messages in the game can be a bit repetitive and break the 4th wall -even if you just started playing. Also, I think some bits of dialog break the immersion (i can't remember details right now).

The first puzzles('press keys, open gate' and 'grab key, open door') look too simple to me, too. Kind of forces the player to take baby steps. Don't tell the players what to do, let them discover it by themselves.

A small detail: when you teach the player how to open the menu (also unnecessary since it says ENTER on the HUD Tongue), you say something like: 'you'll discover things about you and your surroundings'. Open the menu, empty. :S

I like the atmosphere, the text (and the text sound), the postmodern feeling in some dialogs (earthbound-ish), the generic names, the visuals in general, and the broom <3

I'll play and post more feedback later.

Just out of curiosity, how important is the meta game to you? It has any relevance in the game?
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Sean Hogan (seagaia)
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« Reply #356 on: January 06, 2013, 04:03:49 PM »

I'll respond more in a bit, about the design stuff, I'm on my phone atm - how do you define metagame? Glad you like it!
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Sean Hogan (seagaia)
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« Reply #357 on: January 06, 2013, 08:53:32 PM »

Thanks Alec and Drake!

poe, I think you'll grow to like bike person! hopefully!

herror:

We tell that much in the intro areas because we think it's necessary - a lot of people I've seen playing live will take a while to figure out how to advance dialogue or do anything, even after the title screen - the 'C' thing is helpful in that regard.

It does break immersion a bit, but I think there's no way around it - it's better than leaving them confused for a few seconds (or longer!) The messages are only there at those points though.

The smae idea goes for hte intro dungeon. It is purposely easy, but at the same time it's reinforcing the notion of things opening gates, and basic navigation - the intro dungeon is purposely overdesigned because we want the rest of the game to not be hand-holdy, so you need to guarantee every player has the necessary set of tools. (It's worked very well in almost every person playing so far, as far as how it goes in practice).






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« Reply #358 on: January 07, 2013, 05:18:32 AM »

Well, if you really need to keep it, do it; at least it's short and intuitive. Works well as a tutorial, but I really dislike tutorials, so :/

With meta game I mean that there's a dialog that talks about the game ('you'll need a weapon.. oh well that's a broom but hey.'), and it breaks a bit the 4th wall. But just 'a bit'.
For example in Sword and Sorcery all the writing (except the ending) purposely breaks the immersion, as a marketing tool. Earthbound gives you tips about the game in the way you do it with the 'monoliths', but Earthbound tries to give it a comical/childish/postmodern tone.

I can't see why are you doing it (but I just played like 10 minutes!).
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Sean Hogan (seagaia)
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« Reply #359 on: January 07, 2013, 08:14:55 AM »

Oh, yeah, that - don't worry, there's a reason for that. Smiley
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