Hey mirrorlink / Quicksand-S
thanks a lot for your feedback. It's all really good stuff and I will take it onboard! Again thanks for taking the time out to play and respond
Going through the feedback -
Played it and I did like it until some stuff happened:
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-> I never got a feedback that typing "LIFESTYLE ADVICE" was accepted as a command, or if there is some queue of commands. I think there should be a text for each command that does not give an immediate response, like "discharge".Also I typed lifestyle adviced a second time and I would like to get a feedback that I already typed that and nothing will change with a second type or if something will.
Great point. Quicksand-S also mentioned this, and it's totally something I need to add in - maybe a special bit of text or alert to show that you've selected a treatment that will be applied when the it is prescribed. Will work on it.
-> There are some stuff like, "sleeps 7+ hours" for a very old lady. I don't think this is 100% healthy, for old ladies personally. So there is a problem with incosistence and possibly more unnacurate writings. Its not like papers please which REALLY any people could get and be precise about it because it is such a simple job.
Trauma Center: under the knife, for example, creates a fantastical world to overcome this gameplay-intrinsic-information problem.
This is interesting - actually all the info in the game is based on health advice by the National Health Service (the free health service in the UK). I can see where you're coming from though. I think I might either make it clear that you can get answers from the internet because it's actual health advice, or change it so it's more obvious when it's wrong or right.
There are actually only a limited number of phrases, so the other thing I was going for was a bit of a memory game - as you progress, if you make an effort to remember which things need lifestyle advice, you'll get the same ones later on so it's easier. I like this bit because it makes you feel like you're growing with experience and the job's getting easier, would be interesting to hear what other people think of this point though.
Before I even got to the game, I was a bit turned off by your comment, "If it sounds tough, maybe you should go play Call of Duty. Pulling a trigger is always easier..." Some people like Call of Duty, or shooters in general, and they can be challenging. Challenge comes in different forms, after all. I don't know why you'd put down another game and the people who play it while attempting to entice people to play yours.
Fair point! I did the website a while ago (Relatively) and you're right, it's not a very good thing to say (I actually enjoy COD myself). I've changed it
-The game froze for about ten seconds when I clicked "See Patients" (By "froze" I mean the application was temporarily unresponsive and seemed like it had crashed). A loading screen might help to keep players from worrying about that.
This is interesting. I was hoping everything would be fast enough to not need loading screens. Will keep looking at it, but thanks, useful to know!
-The in-game interface seemed to be strangely arranged. The margins around the boxes were all different and I the empty space beside the patient's feet could be filled by something.
I was never good at artsty design....so I'm not surprised the interface looks oddly arranged! Definitely a clean up job I need to do before the next release
-The art is pretty nice, but the upper arms looked too short (ie. they're shorter than the forearms and the arms themselves don't reach as far as I'd expect). The first woman's calves and feet looked thicker than I would've expected as well, but that at least is possible in real life. I like that there was a little bit of variation in the patients' body graphics.
I never actually noticed this, but I can see where you're coming from. I do really like the art though! The guy is awesome. FYI check
http://www.james-oreilly.com/ if anyone wants to see more of his stuff! (He's a freelance)
-Nice music on the menu.
Are you being sarcastic?
I'm in the process of selecting music atm for the game. So the menu will have music soon! Going with ambient electronica because it has a nice mix of machine/human sounds which fit nicely with the world/player view. Also it creates a nice, relaxing atmosphere for players during their 'downtime' of reading emails between each session.
-I found the Scanning part very unclear. The tutorial said that a sound would tell me if a point was useful or not, but nothing actually tells me if that "useful" point is positive or negative, or what sort of health issue it might suggest. The numbers on the graph don't mean anything to me without context.
This is interesting- not quite sure what you mean by positive/negative - do you mean healthy/ at risk? If so, both types are 'useful' in that they help you identify if the patient needs a treatment or not. Also the graph point type should tell you which disease it refers to (each disease has its own point types). IT's good to hear this stuffy though because the scanning point is def the most complicated bit of the game and I want to make sure everything is clear to players. Sounds like it could still be clearer, so will go back and have a look at the copy.
As to other points, I agree! Will probably change all button presses to 'space' for consistency (consistency is always good) and put that for alerts as well.
Anyway, thanks again to both of you for playing!