Thanks for the feedback you too.
@Sahand:
Characters look good and readable, but anti-aliasing never really is a good idea with upscaled pixel art, it makes the characters look a bit too messy and busy for the eyes
This is quite possibly because the font is too small and was upscaled without respecting the image ratio. I could redo a bigger entire set of font to fix this. Long story short, I agree and I'll fix that.
Spelled "defense" wrong
According to the Cambridge, ''defense'' is spelled with an ''s'' in American English and with a ''c'' in British English:
defence UK, US defense /dɪfents/
There's no background music in the tutorial, probably a bug though I guess?
There should be the battle music, yes, added to the fix list. I'd like to have more unique tracks but it'll depend on how the KS goes/budget.
background could be a bit prettier in my opinion, but that's probably more something I should respond on at pixelation, if you're still posting there
Granted, it's definitely still rough for sure. I'll do another one.
After playing this a bit, I can say that I've had quite some fun playing this, and seems like a pretty good way for people to learn japanese or at least the characters, especially Kanji. Will you also have a place where you'll be taught the stroke order or can practice the stroke order?
Neither. There are actually already games which provide this feature on the 3DS and I don't think drawing with a mouse would be fun or functional to be honest.
Also, will you also do katakana and kanji, or just hiragana?
This requires clarification.
A Kanji isn't necessarily always a word on its own, it can have a general meaning which will change depending on what it is combined with. I don't want to get into imposing a single meaning for each kanji, it would be misleading and inaccurate. Which is why the game focuses on vocabulary, not Kanji.
Of course, Kanji can be found in the game, but they'll be as words not as general abstract concept. This is therefore more useful as a general meaning for a Kanji is interesting but a word is more concrete and less prone to different interpretations.
The Kana (Hiragana and Katakana) are there and then you have useful words. Words which are recurrent in the language at a very high frequency. No grammar.
While there's already some pretty great visual feedback going on, it's still a bit too scarce imo. you don't do a lot during typing games, so people love flashy things like over the top explosions, particles or animations that simply feel good. My biggest advice right now would be to just add lots more of that visual feedback during the typing, and perhaps some more sounds when typing and all that crazy stuff. go wild! :D
Yes, I do have a bit more ideas in store to make things more exciting. There's still so much content on its way that it'd be long to describe it all. But yes, things will get more dynamic for sure. The time to type the words will be reduced quite a bit too so this should keep you on your toes.
So yes, it has helped a lot!
A question that has had come up is why only limit to Japanese. I'm just not sure mixing more languages in the mix would be wise, I feel players would be smothered.
Okay, time for some feedback.
I personally enjoy how each group of cards is randomized. It adds challenge.
I would suggest maybe randomizing the background, at least for demo purposes, as I think the dojo is a little bit stale once you do a few fights.
The tutorial could include a demonstration of which cards mean what in Japanese. I've never learned/read any Japanese before, so I may be a bit biased.
This game is looking great though! As someone who doesn't know Japanese, this game could be very useful to help someone like me learn.
The cards at this moment are the Japanese "alphabet" so they don't mean anything on their own

Background will be redone.
Thanks!