SimonLarsen wrote:
Thanks for the detailed criticism.
Wouldn't be very useful only kiss your feet about the excellent work in graphics and animation, right?
SimonLarsen wrote:Please note that the test level is not supposed to be a real level, only a way to test stuff.
Sorry I thought the short test level was fully operational and complete.
SimonLarsen wrote:- The phone is supposed to bring up a mission selection screen. But I supposed it wouldn't hurt if the door did the same thing.
By the animation I thought that was photo slide machine function. Would fit well too to "study" floor blueprints and gig details. Why don't use a "ringing" phone for get opportunity gigs, get promotions/rewards, get news?
SimonLarsen wrote:[*] I agree the doors are still a problem. I'll probably increase the gradient around doors and perhabs do something about the hitboxes.
If you don't intend do inter-room chases/activity maybe you can forget a bit that and focus in other stuff.
SimonLarsen wrote:[*] Regarding the camera scrolling, please remember the game is supposed to be played by two players, and thus both players must be visible at all time.It is possible to play the game alone by using the TAB button for switching character though.
I thought 1p/2p gameplay was hybrid and only a question of menu choice. Thank you, I remember that you didn't post any key info in first post (would help testers).
About the proposed second action key IMHO I think would complicate commands just be used in very occasional actions. Also if this game is intended for shared keyboard key space minimized would be a good thing. If maps well designed enough the necessity of dual options in same place won't overlap or have need to roll facing a door/interactive object.
You were doing a superb work and this would turn one the best LOVE games. BTW One of my favorite LOVE games already was your simple good-looking train game.