Thanks for taking the time to play and writing your thoughts!
That being said, the game absolutely has some weakpoints that I believe could be addressed to make it a stronger game. Hands down I believe that the weakest point of this game is its overall sound design. The first thing you are greated to in the game is a score that sounds very flat. You've gotta draw them in at the start, and the music chosen just feels very MIDI-esque and somber. Think GRAND EPIC CONQUEST!!!
In addition, the map music is way too repetitive and generic for my taste. While the battle music is enjoyable, it doesn't seem to loop, or move on to another song. I would really enjoy some calm puzzle concentration music that fits the theme of the universe you set this game in. Think strings, woodwinds and light chimes. I know you based this game alot around Puzzle Quest, and they are a PRIME example of how to nail music design for this game, don't be ashamed to work off of them a bit in this department.
I see what you mean with the title music, will look for a more epic music.
The battle music should loop, but there is some kind of problem with how libgdx plays mp3s loops. I will look into this to make it loop without glitches.
If you wanted to go one step further, your game could be a wonderful candidate for Adaptive Music. This would be exceptionally challenging to get right, but if you are very careful with it, you could create songs that blend into different moods depending on how the fight is going. You could make songs that have an underlying melody and have them shift into different transitions depending on your and your opponents HP. Is someone getting close to death? Maybe get some triumphant drums start up an intense beat to strengthen your resolve. Perhaps the opponent has you on the ropes, get a few horn stings thrown into the song to increase tension. It would be ALOT of work, but it is absolutely doable.
I love adaptative music and it would be awesome to implement, but right now maybe it's a prioity to have a clean looping
![Smiley](https://forums.tigsource.com/Smileys/derek/smiley.gif)
As for the sound design itself feels a little off as well. With the biggest offender being the White Skulls. That "pop" sound just doesn't inject any sort of malice into the situation, if anything it detracts it. I'd love it if each match of a gem made a different type of sound to signify what got matched. Random thoughts, but stuff like a flame whoosh for red, coin drop for yellow, passing breeze for green, that "pop" sound for blue, choir "ahh" for heart, etc...
Right now sounds (and some ui graphics) are a bit placeholder-y, but you are right about the white skulls.
I hadn't thought bout giving each match a sound deending on its color. This goes to my TODO on the first place.
The menus and popups feel extremely detached from the rest of the game. Can you think of a way to make the shop menu not black out the entire screen behind it? If you could make it a pop-up and allow me to tap out of it instead of hitting a "back" button, it would feel way more streamlined.
The shop is something that should receive more work, will do some thinking and try to make it prettier.
The "Enemy!" popups feel unnessicary. Maybe instead of generic "interact" diamonds above things heads, you can make them specific, such as two swords clashing if they are a fight, a dollar sign if they are a shop, an exclamation if it is a quest or a question mark if it is an unknown thing (special event). This way, if it's a battle, you can just tap the enemy and get right into the action instead of having to hit another button.
The different icons thing sounds nice, I will think about it.
About the battle dialog: I understand your viewpoint I will try to give an alternative without using a ui dialogs.
I'd say out of the whole thing, the weakest element of your game is the map. Watching your hero travel from point A to point B is boooooooring. Try to keep your players in "waiting" states as much as possible. As an excersise, I want you to go through your game and actually count how many times you find yourself waiting on something for no real reason.
Yep, the walking thing is a in a first version there was no walking animation, you just "jumped" from enemy to enemy (didn't liked the feeling of that).
I'm thinking bout having some kind of free walking mode in map, that is, you touch where you want to go and enemies just appear when you are ner them. Of course this would be more implementation work (pathfinding, non-walkable tiles...) but it would make the map kind of a roguelike (a favourite genre of mine).
Or expanding on this what about the map/enemies/shops being generated in a roguelike fashion. This would create some replayability but would be quite some work to implement and balance right. I previously thought about this but concluded that maybe it would detract from the main gameplay (the jewel fighting).
What do you think about this?
(I hope this answers last 2 thoughts from the list below)
All that said, I really like this game, you've absolutely got a great game here, it's just in much need of some polish. A bit of a spit-shine though, and this game could easily top the charts. Keep going with it man, I like it alot!
![Smiley](https://forums.tigsource.com/Smileys/derek/smiley.gif)
Bugs I found:
If you tap a shopkeeper repetedly while your character is traveling, you will go into the shop menu. When you come out of it, your character will start traveling from where he
started again.
Yep, this is a known bug
![Wink](https://forums.tigsource.com/Smileys/derek/wink.gif)
Music didn't start for me when I fought the witch.
Will try to replicate the error and fix it.
Stay Thoughts- Why does an Orc know heal? Hehehe, good catch
- The "You Win" message really doesn't fit the overall graphical aesthetic. Keep a consistant aesthetic! Ok
- Can we get multiple songs for battling? Will add more songs
- I hate waiting on the "You Won" screen before I'm allowed to move on. Ok will look for alternatives
- I like that Skulls auto equipped when I got it.
- Can spells be tapped once to show a description of what they do somewhere, and then tapped again to cast? This would double nicely as a "Confirmation" system. Nice, will change it like you say
- A background for the battle screen would be nice, especially if it changed dynamically to what/where you are fighting. Ok, will try some options here
- Can I have a roguelike mode, like with FTL style encounters? (See above)
- I'd love to have more control over where my character goes/what he does. (See above)