Okay then, here I go. Just... before you read all that, I do NOT intend to offend anyone here! Just the way I am, a little... direct... here and there.
I'm glad y'all like that map I made. I realize it's mostly experimental stuff x) And as JLJac said, loosely defined theme-wise. That was actually first thing that came into my mind when exploring after getting rid of too-short-rain-cycle. There's a bit of everything, and I quite like that! I kind of grew used to most of the regions there, so pardon me but I'm going to be whining against revamp of it
It's not that the map took terribly long (I'll enjoy making more of each region, and probably include some markers for weapons/lizard spawns), it's just that I like it as it is. The things to be fixed on it though are marked with skulls (in two places actually, SU_A18_1 [see point 12] and stoneheads2_1 [dead-end that neither me nor lizards can get out from]). I realize others are intentional but marked them as warning for players anyway).
I'm going to comment everything that caught my attention in that alpha. It's up to you guys what you will consider useful feedback and what not, as I don't really know in what stage of development the game is and how it plays. I might as well spend lots of time criticizing things that have been fixed long time ago... Things numbered for ease of referring to later on. Ask me anything you'd like too.
0. Anyway, first things first. I'm not a programmer (at least not much of it), so this is going to be more of a games-addict perspective on things, and what few of my friends said when they sat and played it for a while. Whole alpha, from technical viewpoint, is awesome to me - fluid animation, AI, water... I especially like watching leeches hunt for bats, and how lizards behave when they don't see me.
1. Urge to kill and knack for exploration were the only things that kept me playing though - base goal of 7 bats can be achieved without going out of the lair at all! I showed the game to two people and none of them went further than first 5 areas. None of them realized what the weapons are, and where to get them. One of them met purple lizard only once (it roamed into the first areas on its own), and despite trying to defend himself died miserably within seconds (spear and stone went above the lizard, as the guy was standing when throwing at it's armored head). After that he got pissed, called the alpha crap, and proceeded to critique everything about it (I'm going to spare you guys that)
2. Different throw heights/lack of aim (gets better with time once you realize you have to crouch to hit the lizard; and becomes almost no problem at all)
3. Spears getting stuck to walls and acting as poles to climb on (caused me few very angry deaths, but gets incredibly cool when lizard gets impaled to the wall and can't move anymore - captured that on wall, in the room with PX text in the middle of it)
4. Problems going up/down into tunnels (slugcat just refuses to go in and spazzes near entrance, in some cases causing me to fall down from very high areas like SU_B02_1). I imagine if some kind of "tolerance" could be given to slugcat it would help a lot (ex. holding right would make slugcat go right AND getting over small 1 square bends of tunnel without additional inputs; same thing with going up).
5. It is impossible for me to catch a pole that goes out directly from the tunnel (again SU_B0_1, but there's plenty of places like that around)
6. The way catching poles functions is irritating to me. It took me a while to realize I can't just hold "up" indefinitely and have slugcat climb and catch things automatically, I have to tap that key once slugcat is nearby... basically after that it seems just like inconvenience. Having just to hold the key up wouldn't alter gameplay at all, but would spare some irritation, and it wouldn't seem like controls itself are obstacle to overcome.
7. I can't do walljumping. AT ALL. One jump off wall is all I'm capable off, chaining them is impossible to me. I'm way too used to the way it works in other games. I imagine if you could make it so that when slugcat lands on wall (let's say the wall is on right) and remains latched to it as long as I hold "up", then holding "left" does not cause slugcat to fall. Then tapping "jump" makes him do the walljump to the left, and it catches the opposite wall and remains latched while I hold "up". Just my two cents x)
8. The only way to get away from lizards (purple ones, greens are just too dumb) reliably is jumping. When you're in tunnels - and there are areas that only have those - means death. Having seen few games which involve avoiding immortal enemies (you can't kill lizard unarmed, can you?), I think the game needs something I'd call "tight spaces" - ones where slugcat can fit but lizard cannot. It would give a stranded slugat a hiding chance in those areas where there's nowhere to jump away to. (and you could have another lizard later on that can squeeze in, but being still too big, it is slower than slugcat in there (balancing thing))
9. I noticed slugcat won't crouch on its own before entering a narrow, crouch-demanding tunnel. It will smack it's head against the obstacle, then bend it's back backwards, and proceed belly-forwards at truly slug speed... hilarious... until it happens when lizard is chasing you. Much less hilarious then.
10. Too little living things around. Recolored lizards with different properties, leeches, recently snails (? didn't read about it yet), and of course slugcats. Seems a little plain, and it has been brought up by all my friends that played alpha too.
11. Probably only alpha related thing, but there's only one lair. it's impossible to get to the end of even one "path" without getting caught in the rain and without cheating (by either mouse or changing setup.txt). I think it'll be more random later on, not just 360 seconds, but... well, I don't know! :D
12. Lizards don't stay away form lethal ledges (again SU_A18_1). Often caught near the edge, throwing stone at it results in lizard death. And stone lost.
13. Lizards don't stay away from water. Green lizard that resides near SU_C01x_1 always, always follows me down to the water, and realizes that OMG THERE'S WATER HOLY SHI' once it sits on top of the stones at SU_C01x_3 with poles it can't climb. It flails there a lot and eventually falls into the water. I love watching it do that, but damn... it seems just too simple to lure it there and watch it slowly struggle and drown. Satisfying though. Mmmmm...
14. Rain kills. Doesn't matter if you're hiding in spot where even a drop wouldn't fall on you, it kills anyway. Seems unfair. I'd like to be able to hide from rain anywhere where it wouldn't be flooded and is covered from rain. I wouldn't mind to have to find a proper lair anyway if there's a storm coming (with lightning effects and all).
15. Lizards don't always kill. I was often caught and dragged around few areas, and eventually lizard would "drop" me because derp, allowing me to just run away. If that was intentional, there should be some way to make lizard drop the player (perhaps hitting lizard's eyes with paws, like zebras do when caught by crocodiles?). I love it when they try to "stash" me in their lairs for later!
I'm not sure if I have anything else to mention here, it's pretty fun to play for me as it is, despite the lack of more challenging goal... like "kill all lizards without dying". Didn't manage that one yet.
And of course on behalf of all the people I showed the game to I must demand (no. 16) online PC multiplayer (even just simple option host/join within game would do nicely). Pretty please?
I experienced no slowdowns on my old laptop (6 years old? something like that, lenovo g550 [intel coreduo t6600 2.20GHz, 3GB RAM, geforce g210m 512MB] which is VERY nice.
akryl9296 - That map is great! Its nice to get a sense of the scale of the region.
Alpha-playing folks - does this match up with your experience? Is there some way of figuring out a drop is going to be lethal without dying? Is my imaginary playtesting self just suicidally obsessed with throwing myself off cliffs that are very obviously cliffs?
Thanks! I found
twothree cliffs that are lethal (one of them I consider a bug; and there's that one tunnel-dead-end that seems a bug as well) and just avoided them afterwards. Didn't know prior they're lethal, and as far as I know there's no way to tell - except if you have poles going down into the hole then you can be sure you can slide down and there will be something there.
Other than that, there's no fall damage that I know off, you just get stunned for few seconds. And most of other cliff-looking things just have invisible walls. Also not everything is traversible - slugcat can't climb up when there's no pole, tunnel, or narrow space (walljumping) to help out.
EDIT:
17. Lizard bodies don't stay in spot they were left at. Few times I found the body to be later clogging up some tunnel, and there's no way to drag it out without debug features (mouse + b key)
18. Dead slugcat body still catches and eats bats.
19. Lizards camp with open mouths near tunnel exits. And no, holding a key to get back in doesn't help, especially when tunnel is so short I have no time to react :I
20. Just one key to control both hands AND grabbing AND throwing is too little. Often instead of throwing things to save his life, he'd pick up some useless chunk of rock and get eaten instead, which is annoying. There's also something wrong with the up/jump buttons and the upright/crouched stance. Often instead of standing up, slugcat would catch nearby pole and before I realized what went on, I'm dead. Ideally, I'd like one button per hand, and additional "crouch" button... at least I think so, I'd have to test such setup to figure out if it's usefull or not.
21. Throwing something while you're climbing a pole causes slugcat to fall down. I believe this shouldn't happen... I mean, he's able to climb pole with rock in each hand, why wouldn't he be able to throw it then?