Posted on April 30, 2014 at 11:02 PM
Running animation is weird? really? Are you talking about the bouncing wings?It's actually the leg and foot movement. It looks fine from the side, alright from the front, but kind of jerky and skippy from behind, which is noticeable because that's the part of the character you'll usually see. If I had to specify, it's probably that the legs move inward when coming back, which is pretty abnormal for a running cycle.
What if I told you that you are not too off about why she sinks so fast?Then I'd have to ask you why she can supposedly fly and do flips so easily.
Are you talking about the slope area? You are not supposed to run down it, it's meant to teach you about using the long jump.Slope area? The only place I can see you using a long jump is in the mushroom climbing section that follows. The one I'm talking about is a really long and straightforward cave section that occurs just before (I think it's the section right after the cutscene).
There is such a lack of friction in this game that you reach your top running speed near instantaneous. Should there be more of a build up?Definitely not. When you're jumping around on things, you really don't have a lot of room to move so it'd be painful to try and make precise jumps from small platforms. The "slipperiness" I mentioned is more due to trying to stop on a dime when you're jumping around on platforms, which usually results in falling off of things. It's an alright system and I'm not really saying you have to change it. It's just not good for precision jumping.
Again I'm aware that I pulled an exposition dump, but there really is no other part of the game to explain things like the situation of the main character, or the motives of the villain, and the motives of the villan only make sense if you have some understanding of the world they live in.As a writer, I promise you there are plenty of ways to explain the story without directly telling the player what the story is. I think that the transition from your opening scene to that cutscene was a great example of this.
Got any suggestions on a better means for teaching the player how to use the long jump?A tool tip or a sign or something would be nice.
Rule number one to teach without tutorials is: learn by FORCE. If the player is not required to do the long jump to clear the corridor, then inevitably, they WON'T. Humans are lazy, they only do things if they are forced to. To force the player to long jump, put a bunch of pits (longer and longer, so that you're forced to practice the timing) in the floor (not bottomless ones, mind you!) and maybe put some signs telling you how to do the long jump.
Got any suggestions on a better means for teaching the player how to use the long jump?
I'd say FIRST teach the player to do the puzzle (so they know the item is used to solve this puzzle) and THEN give them a chance to fight the enemies and fail miserably (so they know the item is NOT used to fight). A good way to discourage fighting is to make the first enemy you encounter immune to damage from whatever you're supposed to carry when you first run into them (e.g. a torch on will-o-wisps is a very obvious example).
The idea I was trying to get across was that it gives the player a chance to see just how bad of an idea it is to try and fight the monsters. How would you get this message across?
Explaining that is easy. ScarySheetGhost is my brother. since I was using him as a control, the game was more or less catered to him, so it's really no wonder why he rated it a 10.We've had this issue across several games now, and since it's obviously going to be a problem, I want to make something very clear.
Edit-- Hey where did Steven's "I see" comment go?I quickly posted it because you had PMed me asking to clarify that I had read your explanation. Kilin then posted a more comprehensive comment shortly afterwards, so I deleted my own.
Look, Sheetghost knew that this was a 64 digits contest thing, I'd been telling him the whole month. When he asked why I was making so many changes to the game (because he could see me doing it) even after the contest submission was done, I told him that it was because people are giving me some good advise on how to make the game better. Then he did what he wanted to on his own. At no point did I ask or tell him to give me a 10, it's just something he did on his own.For the past few days, we have been dealing with an influx of users cheating the system by making (very obvious) duplicate accounts, so we've been scouring the ratings of 64DSC in an attempt to catch more of these and let them know that what they're doing is unacceptable, and will not be tolerated. The ones we could prove, we've dealt with appropriately.
@ Steven, let me propose a way that I can redeem myself, like I said, I can't control the sheet ghost, but since he is sitting like 1 meter away from me, how about I ask him to try out other games in the contest, and leave short reviews and ratings on their respective pages? I mean he doesn't look particularly busy right now, (watching "top 10 worst zombie movies" youtube video if you must know)It's not necessary at all, but it would certainly help to keep things balanced if he did. Thanks for offering, at any rate. :)
@ Alert Games, It's more of a stealth challenge than a boss "battle", I modeled it after Metroid Fusion S-AX encounters.Ah. I may be biased from other games and didn't think thew sword would be used for cutting thorns instead of a sythe. Ah well maybe I'm the only one haha
The sword is used to cut down the obstructing thorns.
I'm pretty sure the Zelda games (and our 1000 year tradition of glorifying swords) have pretty much cemented the sword as a versatile offensive weapon over a puzzle tool, though.I'm pretty sure the fact that swords are weapons and not tools has done that.
When I load up the game, the loading screen starts up fine, but when I hit "start", then during the transition to the next screen, something weird happens. First, all I see is the well from the first area (where you can load the game by jumping into it I think) hanging in the middle of blue sky, no sound yet, the screen flickering, then it goes black and I get the following error message:This is what was happening to me, except I never got an error message, and sometimes the screen would start flaking out (random color artifacts on the screen) instead of going black. I've had the issue before and it was because my GFX card gave up, so I don't know if the issue is the same.