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savagewhimsy
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« Reply #1 on: October 06, 2010, 12:56:20 PM » |
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My input probably isn't very valuable because I lost patience trying to learn how to play the game before I could really get into it, but I have a few comments. Really, what stood out the most to me is how hard it was to get into. It really could have used some sort of in-game tutorial or instructions. The manual wasn't nearly as helpful as I would have liked. It seems very disorganized, seems to assume I already kinda know the game, and doesn't really tell me "how" to play, e.g. what decisions I should make and why.
Also, the graphics and UI are very off-putting. I am really more tempted to make a tabletop mockup of this game and try to decipher the manual with friends or family than to actually have another go at diving headfirst into a round with 3 other ugly aliens who already know how to beat me.
Otherwise, the game concept seems really appealing. I would be interested in watching a playthrough with explanations/commentary. Perhaps if you hooked up with a nice artist and did a few things to make the game more approachable for the first-timer, you'd have a real fine game here.
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starsrift
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« Reply #2 on: October 06, 2010, 08:04:24 PM » |
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I think that as a first game, this is really nicely done. Pros: It was fun. Really, it was. I love board games, and this seemed like a really good concept. It wasn't particularly hard, though the baffling array of attribute cards added more interest to what could've been a really simple game of finding and holding the Grail. Cons: I got lots of these, hold on. 1 - the game feels incomplete. You have a chat function implemented in the game, but it's single player. The bots did not seem to respond to my earnest attempts to engage them in conversation.  I certainly recognize that network play is a bit of work, but hotseat play would've been nice. 2 - this is a really easy fix - your "options" dialogue should be prompted to come up when you start a new game. 3 - a little tutorial would've been nice. It doesn't have to be much, but a PDF game manual is a turn off.  Along these lines, an "easy" mode where you cut down the number of cards to something more easy to learn would've been great. 4 - I didn't like being unable to pick my race. 5 - some audio feedback & fx would've been nice. There are open libraries of the stuff out on the 'net... Good job, I look forward to seeing more!
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"Vigorous writing is concise." - William Strunk, Jr. As is coding.
I take life with a grain of salt. And a slice of lime, plus a shot of tequila.
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dantheman363
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« Reply #3 on: October 07, 2010, 05:32:06 AM » |
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My input probably isn't very valuable because I lost patience trying to learn how to play the game before I could really get into it, but I have a few comments. Really, what stood out the most to me is how hard it was to get into. It really could have used some sort of in-game tutorial or instructions. The manual wasn't nearly as helpful as I would have liked. It seems very disorganized, seems to assume I already kinda know the game, and doesn't really tell me "how" to play, e.g. what decisions I should make and why.
Also, the graphics and UI are very off-putting. I am really more tempted to make a tabletop mockup of this game and try to decipher the manual with friends or family than to actually have another go at diving headfirst into a round with 3 other ugly aliens who already know how to beat me.
Otherwise, the game concept seems really appealing. I would be interested in watching a playthrough with explanations/commentary. Perhaps if you hooked up with a nice artist and did a few things to make the game more approachable for the first-timer, you'd have a real fine game here.
No, your input is very valuable and I appreciate the time you took to give me advice. I will definitely start working on making the manual more useful and making the game itself more accessible. A good tutorial in the manual and a tutorial as a video with explanations/commentary is great advice and I will work on that. Thank you for the game concept compliment, I put a lot of thought into structuring everything. As for the graphics and UI, I still have a lot of work to do on them. I will look into fixing the user interface to be more intuitive and try finding someone to do the art who can draw better than I can...haha.
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dantheman363
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« Reply #4 on: October 07, 2010, 05:43:48 AM » |
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I think that as a first game, this is really nicely done. Pros: It was fun. Really, it was. I love board games, and this seemed like a really good concept. It wasn't particularly hard, though the baffling array of attribute cards added more interest to what could've been a really simple game of finding and holding the Grail. Cons: I got lots of these, hold on. 1 - the game feels incomplete. You have a chat function implemented in the game, but it's single player. The bots did not seem to respond to my earnest attempts to engage them in conversation.  I certainly recognize that network play is a bit of work, but hotseat play would've been nice. 2 - this is a really easy fix - your "options" dialogue should be prompted to come up when you start a new game. 3 - a little tutorial would've been nice. It doesn't have to be much, but a PDF game manual is a turn off.  Along these lines, an "easy" mode where you cut down the number of cards to something more easy to learn would've been great. 4 - I didn't like being unable to pick my race. 5 - some audio feedback & fx would've been nice. There are open libraries of the stuff out on the 'net... Good job, I look forward to seeing more! Thanks for the compliment!  I put so much time into this game so far and it feels great to get some positive feedback. This game was designed to have a "board game" feel and attract board game lovers. Regarding the difficultly, some people think the game is too hard and others think the game is too easy. I think that both camps of people are right. I need to make an easy/medium/hard game modes in order to keep things interesting for everyone. Yes, the game is incomplete in the sense that it is going to be a multiplayer game eventually (hence the chat function). I will work on having the bots talk trash to make the game seem more real. The problem with hotseat play is that when both players are looking at the same computer, they can see each other's attribute cards which is a disadvantage to both of them. Any advice on the approach on how to handle this hotseat limitation? Ya, I should have the options dialog box pop-up for a new game. I will work a on tutorial in the manual/in-game/video. I don't think the user should be able to pick their alien because it adds to the randomness of the game and you must adjust to the different styles of each alien. But I will consider making an option to choose your alien. Also, sound and music is on my todo list as well. Thanks for all the feedback! 
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starsrift
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« Reply #5 on: October 07, 2010, 03:11:45 PM » |
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The problem with hotseat play is that when both players are looking at the same computer, they can see each other's attribute cards which is a disadvantage to both of them. Any advice on the approach on how to handle this hotseat limitation? The bottom line is of course that with hotseat play, hidden information relies on the honesty of the players themselves. And they may not want to play with hidden information, too, which is fine, really, even if it's contrary to your initial design.  But upon seeing a hotseat game, you could make the cards "flippable", that is, hidden until the player clicks on them, and then can click on them again to hide them from casual view. Or, you could keep the card images hidden and pop up smaller thumbnail images/names for mouseovers. Or both.
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"Vigorous writing is concise." - William Strunk, Jr. As is coding.
I take life with a grain of salt. And a slice of lime, plus a shot of tequila.
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dantheman363
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« Reply #6 on: October 12, 2010, 05:53:48 AM » |
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The problem with hotseat play is that when both players are looking at the same computer, they can see each other's attribute cards which is a disadvantage to both of them. Any advice on the approach on how to handle this hotseat limitation? The bottom line is of course that with hotseat play, hidden information relies on the honesty of the players themselves. And they may not want to play with hidden information, too, which is fine, really, even if it's contrary to your initial design.  But upon seeing a hotseat game, you could make the cards "flippable", that is, hidden until the player clicks on them, and then can click on them again to hide them from casual view. Or, you could keep the card images hidden and pop up smaller thumbnail images/names for mouseovers. Or both. Thanks for the advice, starsrift! I will keep that into consideration. For a hotseat game, I would have to think about how to handle two users battling each other as well.
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dantheman363
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« Reply #7 on: October 20, 2010, 08:06:35 AM » |
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My input probably isn't very valuable because I lost patience trying to learn how to play the game before I could really get into it, but I have a few comments. Really, what stood out the most to me is how hard it was to get into. It really could have used some sort of in-game tutorial or instructions. The manual wasn't nearly as helpful as I would have liked. It seems very disorganized, seems to assume I already kinda know the game, and doesn't really tell me "how" to play, e.g. what decisions I should make and why.
Also, the graphics and UI are very off-putting. I am really more tempted to make a tabletop mockup of this game and try to decipher the manual with friends or family than to actually have another go at diving headfirst into a round with 3 other ugly aliens who already know how to beat me.
Otherwise, the game concept seems really appealing. I would be interested in watching a playthrough with explanations/commentary. Perhaps if you hooked up with a nice artist and did a few things to make the game more approachable for the first-timer, you'd have a real fine game here.
No, your input is very valuable and I appreciate the time you took to give me advice. I will definitely start working on making the manual more useful and making the game itself more accessible. A good tutorial in the manual and a tutorial as a video with explanations/commentary is great advice and I will work on that. Thank you for the game concept compliment, I put a lot of thought into structuring everything. As for the graphics and UI, I still have a lot of work to do on them. I will look into fixing the user interface to be more intuitive and try finding someone to do the art who can draw better than I can...haha. FYI, I am planning on releasing the next version of Extraterrestrial Grail sometime next month in November. The next version is slated to include: - Game music and sounds
- Highscore
- Updated manual
- Video tutorial
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dantheman363
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« Reply #8 on: November 23, 2010, 06:39:09 AM » |
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Extraterrestrial Grail version 1.0.0.2 has been released! The change list is listed below: * updated about box * made configuration file to store user options * made high score file * made background music and some sound effects * the move buttons alternate colors when visible * added game difficulty to be configurable * added simple mode http://sites.google.com/site/extraterrestrialgrail/I updated the game manual too with screenshots and with more information on how to play the game. Listed below is a link for a YouTube video of Extraterrestrial Grail. Please check it out and let me know what you think! Thanks again for all the great feedback so far! FYI starsrift, the enemies will now randomly talk back at you. Hehe
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« Last Edit: November 23, 2010, 07:43:59 AM by dantheman363 »
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starsrift
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« Reply #9 on: November 23, 2010, 08:18:38 AM » |
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FYI starsrift, the enemies will now randomly talk back at you. Hehe Excellent! I'll check it out in a day or two, and edit this poast. :D EDIT: Uhhh, three or something days? Something something steam sale something something.  Anyway! Audio was awesome, it fit well! :D Krlb is coming for me, oh noez! Still wished I could choose my race, still want to see Options come up before going to new game.  The game seemed much more approachable this time through, but of course, I know how to play now. Good job, all around!
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« Last Edit: November 28, 2010, 01:45:32 AM by starsrift »
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"Vigorous writing is concise." - William Strunk, Jr. As is coding.
I take life with a grain of salt. And a slice of lime, plus a shot of tequila.
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RichMakeGame!
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« Reply #10 on: November 23, 2010, 04:13:04 PM » |
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edit: oh, sorry you already stated you're working on the UI- sorry my bad  . um, carry on  ----------- old post: hey, I havent played yet I just wanted to comment.. the graphics really scare me off playing it. Please think about contacting an artist, or ripping off another games art style which looks nice and inviting/clear to read (popcap is a good starting point) you're limiting your potential player base if the game doesn't look at least a little bit inviting. I'm assuming you've put a lot of work into the mechanics and the fun, so why use icons which look like they took 2 minutes in paint to create? sorry to be blunt, but this has a direct connection to how easy the game is to learn- are the buttons and icons self explanatory and intuitive? if someone had to guess what an icon did, could they get it right? if your interface is actually enjoyable to use, players are more likely to stick with it when they encounter difficulty
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« Last Edit: November 23, 2010, 04:41:18 PM by RichMakeGame! »
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dantheman363
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« Reply #11 on: November 25, 2010, 08:26:32 AM » |
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FYI starsrift, the enemies will now randomly talk back at you. Hehe Excellent! I'll check it out in a day or two, and edit this poast. :D Great! I'll look forward to your review.
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dantheman363
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« Reply #12 on: November 25, 2010, 08:30:31 AM » |
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edit: oh, sorry you already stated you're working on the UI- sorry my bad  . um, carry on  ----------- old post: hey, I havent played yet I just wanted to comment.. the graphics really scare me off playing it. Please think about contacting an artist, or ripping off another games art style which looks nice and inviting/clear to read (popcap is a good starting point) you're limiting your potential player base if the game doesn't look at least a little bit inviting. I'm assuming you've put a lot of work into the mechanics and the fun, so why use icons which look like they took 2 minutes in paint to create? sorry to be blunt, but this has a direct connection to how easy the game is to learn- are the buttons and icons self explanatory and intuitive? if someone had to guess what an icon did, could they get it right? if your interface is actually enjoyable to use, players are more likely to stick with it when they encounter difficulty Yes, I understand the graphics are not up to snuff yet but thank you for your advice. I do realize that it is important to have graphics that invite the player to play the game. I am working on finding an artist, if anyone is willing to redo my graphics pro bono then just let me know! 
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dantheman363
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« Reply #13 on: November 29, 2010, 09:18:42 AM » |
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FYI starsrift, the enemies will now randomly talk back at you. Hehe Excellent! I'll check it out in a day or two, and edit this poast. :D EDIT: Uhhh, three or something days? Something something steam sale something something.  Anyway! Audio was awesome, it fit well! :D Krlb is coming for me, oh noez! Still wished I could choose my race, still want to see Options come up before going to new game.  The game seemed much more approachable this time through, but of course, I know how to play now. Good job, all around! Thanks for the update starsrift! I saw that you edited your post, but I had forgot to reply to it until now. Thanks for the compliment about the audio, right now there is only audio for the attribute cards and game music, for the next update I will have audio for everything (end of game, natural attacks, it's your turn notifier, death, hyperspace tunnels, and etc.) I will add a option to choose your race and a option to see the option screen before going to a new game (since I don't know if people will want that turned on or not). Back to work for me...  Also, I'm sure that you would be interested in knowing that I am having someone work on the graphics for my game as well. So hopefully it will look nicer than it does right now.
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dantheman363
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« Reply #14 on: December 22, 2010, 05:22:09 AM » |
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Extraterrestrial Grail version 1.0.0.3 has been released! The change list is listed below: * added option to choose your starting alien, by default it is set at random * option dialog box will popup (by default) when clicking on the new game button * completed sound effects for everything and added battle music * battle indicators will turn yellow when it is that character's turn in battle * the attribute card description box will automatically update the description based off of the selected card * tool tips for a planet will now show if that planet is infected with the Eboolian Virus * instead of possibly losing one life point on a pink nebula, you might be transported to a random planet instead * nitrous oxide canister always hits instead of working only 50% of the time * portal to the 5th dimension will last for up to 5 minutes instead of 4 * fixed some minor bugs Download here: http://sites.google.com/site/extraterrestrialgrail/
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dantheman363
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« Reply #15 on: December 22, 2010, 05:30:24 AM » |
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Still wished I could choose my race, still want to see Options come up before going to new game.  The game seemed much more approachable this time through, but of course, I know how to play now. Good job, all around! Hey starsrift! Both of these requests are found in the latest version. You can now choose your race and the options dialog box will popup by default before going to a new game. 
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dantheman363
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« Reply #16 on: January 03, 2011, 06:37:53 AM » |
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Happy New Years everyone! Extraterrestrial Grail version 1.0.0.4 has been released! The change list is listed below: * updated planet tool tips to show which alien has control of the planet and to show if the planet is infected with the Eboolian Virus or not * removed a THERMAL_GARMENT from the deck and added a WHIP instead * the Rope will now allow the attacker to randomly steal a card from the defender * body suit no longer doubles as a thermal garment * at the beginning of a new turn for the user, the alien token will flicker for 3 seconds * increased font size wherever possible * if you have the Rocket Boots Attribute card, then you only need a 4/5/6 in order to successfully run from battle * updated Attribute card descriptions Download here: http://sites.google.com/site/extraterrestrialgrail/
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kidchameleon
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« Reply #17 on: January 03, 2011, 07:22:28 AM » |
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A good effort OP. One thing I would say is that for a non board game player, its not very intuitive. Many players would not bother reading a user manual. Perhaps your not targeting non board game players, that's fine but I would make the game as accessible as possible to the most people.
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dantheman363
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« Reply #18 on: January 04, 2011, 06:13:45 AM » |
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A good effort OP.
Thanks! One thing I would say is that for a non board game player, its not very intuitive. Many players would not bother reading a user manual. Perhaps your not targeting non board game players, that's fine but I would make the game as accessible as possible to the most people.
I am working on making the game more intuitive. Specifically, how would you suggest that I make the game more intuitive and accessible? An in-game tutorial is on my todo list, is that the sort of thing that you are talking about?
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dantheman363
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« Reply #19 on: January 12, 2011, 05:57:09 AM » |
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Extraterrestrial Grail version 1.0.0.5 has been released! The change list is listed below: * renamed all references of "opening a planet's envelope" to "searching a planet for Attribute cards" (for clarity sake) * when in battle, the yellow vertical bars on each side of the alien will flicker on and off to indicate which alien has the current battle turn * the yellow bar above the alien pictures on the game board will flicker on and off to indicate which alien has the current turn * the start button will change color during the "Planet and Attribute Card Setup" when the user has 6 or less Attribute cards in their hand (indicates that you are ready to start the game) Download here: http://sites.google.com/site/extraterrestrialgrail/New YouTube video: My upcoming to-do list includes making an in-game tutorial and being able to customize the deck of attribute cards.
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« Last Edit: January 12, 2011, 07:58:06 AM by dantheman363 »
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