@Rl:Hello !
Greetings! ^_^
I played the demo of "A Door to the Mists", I was intrigued by the narrative and the art style in the trailer.
It is an ambitious project and I really enjoyed playing it!
I don't know how to present my feedback, so I'll do it level by level
I'm really glad to read that you so enjoyed it! Thank you for trying it out, and thank you for the feedback! I really appreciate both! :D
Tutorial
Not much to say. I like the shape of the pyramid, and the puzzle was great. I liked the narration that surrounds it and the composition is good I think. I liked the ambiance that emanated from the place.
Crypt
Again, I really appreciated. I was not too stuck. I liked the place. I loved the translation mini game. I liked the way the narration was set up and how the chapter ended. I got the alternative ending the first time.
I find it really interesting that you got the alternate ending--and the first time, too. I don't think that I've yet heard of anyone else getting it, that I recall!
I'm really happy that so much landed so well with you! It's really heartening to read. ^_^
I will note that the aesthetics of the game have changed a bit since the demo, prompted in part by other feedback that I've had. Hopefully it'll look even better in the next demo!
City under the city
- It was a little more complicated. I did not understand that you have to examine the objects to interact with them. I was stuck in front of the debris and in front of the shelf. It was a little frustrating because I understood what to do but I didn't know how to do it. In front of the shelf, I immediately right-clicked, but not on the tracks, and I totally forgot to do it. So, maybe it is more my fault than a design one.
On the contrary, you're not the first to express trouble with this element; I think that this is very much a design issue.
And indeed, since the demo I've removed the feature of "hidden" objects: as it is now, potentially-interactive objects always show their names when the player moves the central cursor over them.
This doesn't remove the mechanic of examining objects in order to reveal interactions, as in the case of the scratches and the shelves--but it should hopefully make clearer that there is an object present than can be examined, at least. (Especially in the case of the scratches, which might be mistaken for inert decorations.)
- I had a great adventure story with two broken chairs, it was amusing
Those chairs can be fun things! ^_^
- I like the atmosphere of the city, a city under the city, it's a beautiful idea. It was very immersive. Run from roof to roof, jump in a window, understand the topography of the city, it was great. The city is vast so I got lost a lot. The solitude, the oppressive darkness, the labyrinthine aspect of the city and the golden walls made me think of the video game Torico.
Ah, that's excellent to read! :D
I'll confess that I don't know Torico, but I'm going to take the comparison as a compliment. ^_^
- The level is long, maybe the decor becomes a little monotonous after a while.
Indeed, I'll confess that this is a bit of a worry for me. Alas, filling the level with even more detail would likely be prohibitive, I fear. :/
- I am a little disappointed with my encounter with the adventurer. The level is large and very immersive. The glow in the distance evokes something very mysterious so I was a little sad to have no information and end up on a dead end.
It's not quite a dead end--more a new lead to chase down. It's a long road that our adventurer has started down...
That said, I do hear you on the potential anti-climax.
- I found that there were fewer elements of lore than in the first chapter. But it is a detail.
I don't think that there are fewer lore-entries in terms of absolute numbers--by my count there's one more than in the crypt, in fact. However, they are more scattered as a result of the size of the level.
(And some of them are more difficult to find than in the crypt-level, in all fairness.)
- Going back may not have been necessary. I was blocked so long that I knew the level by heart and it takes time to backtracking.
I considered letting the player leave the level from that final area, but I was concerned that some might want to backtrack for elements that they'd missed. Since the way into that final area is difficult to backtrack through, I wanted to leave a path back open for the player.
Still, I'll give this some thought, I intend.
I encountered two bugs (I suppose):
- The first: I fell from a very high roof and I died. By mistake, I made a quick save on the game over screen. When I loaded my quick save, I started over at my fall place with my whole life and I was able to continue my adventure.
Ah, that's interesting! I've made a note to check whether I've fixed this--various changes have been made since the demo, and that may well be one of them. If I haven't already done so, then it should be fairly simple to fix, I think!
Thank you for reporting this! ^_^
- The second: During the ladder puzzle. When you put the ladder the first time to reach the window of an apartment, the ladder falls. To prevent the player from being soft lock I guess. But when I put the ladder a second time, it does not fall any more and I was able to take it from the apartment.
This is intentional, actually. The ladder doesn't fall because there's a risk of a soft-lock--it falls because it's
too powerful: carried forward, it can trivialise some of the later challenges.
On the other hand, I want to allow the player to somewhat find their own way, and if they want to cart that ladder through the rest of the level then I'm inclined to allow it.
(Plus, having the ladder later on allows access to a secret...
)
So, in order to discourage players from taking the ladder further, I have it fall down at the point at which you saw it fall. But any player who wants to go and pick it up again is free to do so...
To conclude, I think it is a very original idea, with an unusual gameplay and it is not often that I am caught in this kind of atmosphere in a video game. Thank you a lot for your work!
That's really encouraging to read, and I'm really glad that you had such a good time with the demo! :D
I'm sorry if my feedback is a bit rough and not very detailed, but writing in English is not very easy for me.
It isn't rough at all--and it's been both useful and encouraging. Thank you for it--and for putting in the effort to write in a language that you're not comfortable in using. ^_^
@RealScaniX:I really like the new level. The shape of the room and all those books look really nice.
Thank you very much! I really appreciate that! ^_^
And hopefully it'll look even better as I fill things in further...
Indeed, this has been one of the levels that I've been excited to get to, I think! ^_^
I won't have that many books in my shelves, but in your case I'd try to use LOD and replace them with plain boxes when they are far away. I don't know if those polygons are a problem anyway, but it would be one way to improve it.
In all fairness, I may well be over-optimising--but either way, with these new book models no LOD implementation should be called for, I think!
(I'll want to merge the individual books into a smaller set of "book chunks", I daresay--but that's a matter of the number of nodes in the scene-graph, rather than of polygon count, I believe.)
And doing those tool scripts is totally fun. I like doing them although - as you mentioned - it sometimes takes the same (or even more) amount of time than doing it by hand. But it just feels nicer.
And if they do take the same amount of time, then why not take the nicer option? ^_^