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878475 Posts in 32924 Topics- by 24336 Members - Latest Member: BeefJack

May 22, 2013, 01:07:53 AM
TIGSource ForumsDeveloperFeedbackTimeLine Feedback Request
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Author Topic: TimeLine Feedback Request  (Read 1168 times)
Laitch
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« Reply #15 on: August 08, 2012, 01:15:34 AM »

Thanks for trying it out Laitch, and I'm sorry it wasn't clear how to play.  Did you attempt the tutorial?  Also, did you understand the goal of the game?

Regarding the feedback form, I learned about this a couple of days ago and have been trying to find a solution.  I still haven't figured it out, so I've commented out the forms until I do.  Thanks again for checking it out.

Yes, I started with the tutorial. Everything in the game was clear to me except how the path's would change.  Huh?
I think I'm going to give it a second try and see if it's easier to understand the second time Smiley

Edit:
Played it through a second time and I feel so stupid for not understanding it the first time... It's really simple once you get the system  Facepalm
« Last Edit: August 08, 2012, 01:25:07 AM by Laitch » Logged
LiquidAsh
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« Reply #16 on: August 08, 2012, 10:04:52 AM »

Thanks for the update Laitch.  Unfortunately many people seem to understand it after a second pass, which is clearly more passes than many people will invest time into.  I did some live playtesting last night, that I hope will lead to an even better tutorial in the near future.  Thanks again for the feedback!
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dormir
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« Reply #17 on: August 09, 2012, 08:53:35 AM »

I like this game and the interface works nicely too. Like the other people who've posted here though, I also think the tutorial / ease of initial comprehension could be improved.

The very first text box of the tutorial:
"Race through time, collecting resources when they are dirt cheap, and then selling them when they are worth their weight in gold."
made me think I had to buy resources for the lowest price possible and sell them as high as possible. I therefore thought maybe the verticality of the paths represented the value at that time which obviously started me off in totally the wrong direction. I should have course been able to see that the resources were free to acquire by looking at the inventory box, but I guess I was too distracted by trying to figure out the main board area. On this note, I quite like the style of the abstract player icons, but the player one icon does look like a bomb at first. Using stickmen or similar would be more intuitive, though less in keeping probably.

I don't think you need to worry about having too much text in the tutorial. There's really not very much at the moment. On the contrary, I think it asks more patience of the player to try to figure out the mechanics of the game on their own.

Oh, one more small thing: The ability to rename the players isn't obvious because nothing happens when you mouse over the names. And if you do click on the player name and then click something else without typing anything, the name gets blanked. I think making no change would be better.

I think the mechanics of the game become fun and make sense after a bit of play time. It's just the first few minutes that are confusing.
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