Hello Alan, I've tried the game for a few levels and I really loved the concept! Pretty good idea and well executed!
I've got stuck on level 3 (even though I confess I didn't put too much effort on it) I think you've a pretty cool core gameplay but there's a few things that need improving:
- Level design - You need a less steep learning curve. Add some dumb levels so the player get the feels and hang of the game.
- UI - there's a lot of improvement on the UX (user interface experience
- Graphics - I think that with the proper graphics you have a winner here
- Game design - It goes along with the levels design, the UI and the game mechanics, try to dumb it down all the mechanics and features of the game, so the player will need to do the fewer clicks possible to make an action
If you need any pointers regarding the graphics and you need some help with that maybe I can do something for you. If you're interested PM me and we can make a Skype call.
Congratulations again for the prototype, looks pretty promising
Hi! Thank you for your kind words!
I agree with all your points. The current level progression is NOT final by any means, there are many more easier levels with tutorials to come!
The UX surely needs improvement. I tried to keep the in-game UI simple and clean, and honestly, I think I've achieved something decent so far at least in the bottom toolbar, but some icons could be more intuitive and the top part of the UI also needs a revamp imho. Also, I'm thinking that instead of disabling the buttons you can't use, I could just remove them and decrease the bar size altogether, so in the first levels you'll only have a very minimal bar with very few buttons which should be way less intimidating.
The graphics are a specially good point that surely hits home. I'm not satisfied with the graphics at all, although I really put some efforts on it. They are depressing to say the least and don't fit the mood of the game at all.
Regarding the game design, I didn't want it to be too 'casual', but I agree that relatively simple actions could take an unjustified amount of effort to perform, that's why I added for example the 'move' button so you rarely if ever need to remove portals, you just hold that button and move them around, but there's certainly much more to improve.
I'm kinda on the move right now so real time communication is a bit complicated, also, bear in mind that I don't have budget for arts so unfortunately the farthest I can go in 'paid' lands is stock arts but I'm trying to avoid them.
Yeah, I'm aware of that, but I didn't think it would cause big troubles, after all that's inappropriate use of portals
. I'd like to address that but I couldn't think of something that makes sense while still maintaining the physics sane because in the end that's the 'correct' behavior at least from a game mechanics standpoint. Some things I could think of are just destroying the robot if it enters the same portal too much in a short time span, or just limiting the numbers a robot can be teleported, but both have problems and are limiting, and are yet another complexity to explain to the players. Another possibility that's even more complex is adding a 'overheat' mechanics on the portals, so each time a robot passes through it gets a bit hot and takes some time to cool down, so if a portal is being used to much it eventually overheats and explodes, but then again, it's extra complexity that I don't know if justifies the problem. Sounds like killing a fly with a cannon to me.
If the player places two portals like that I don't think that behavior is a big deal, while surely it's not an ideal situation. I don't think any player will have problems 'fixing' that scenario though. Ideas on how to deal with that are very welcome in any case.
Thank you for your input!