Re: SLG
Posted: Sat Jun 29, 2013 7:28 pm
I tested the new version. Its a good thing that the player moves faster now. Feels much more dynamic. As in the version before, there are many polished animations in the game.
I would change the following things:
Without an extra block the player cannot jump onto the first question mark block. This is a bit annoying, because it looks like the player can almost reach it, but then doesn't.
I like platform games, where you can control the jump height by pressing the jump button longer. Maybe you want to implement this feature.
The map is nice, however I would expect that it is only shown, when the TAB-key is held down. So pressing down shows the map and releasing the button goes back to the game (similar to the high score table in some games).
The control in the map is a bit buggy. When I keep left pressed and then shortly press right, the map stops.
A similar problem with the normal player movement: When I press left and right at the same time, then the player moves left. I would expect it to stop in this case.
Last, I suggest that you slightly change the camera, such that the player cannot walk to the screen edges so far. At the moment, I can only look ahead by maybe 4 tiles. That should be more. Maybe make the camera look a head the same as the tile-revealing look ahead, if you know what I mean.
And I have one game design suggestion: When you finally design some levels for the game, make sure there are no idle walking passages in the levels. Since the player is still quiet small on the screen, the walking speed still looks a bit slow. So walking long distances without changes would be boring. Or maybe add a run-button like in Super Mario games.
I would change the following things:
Without an extra block the player cannot jump onto the first question mark block. This is a bit annoying, because it looks like the player can almost reach it, but then doesn't.
I like platform games, where you can control the jump height by pressing the jump button longer. Maybe you want to implement this feature.
The map is nice, however I would expect that it is only shown, when the TAB-key is held down. So pressing down shows the map and releasing the button goes back to the game (similar to the high score table in some games).
The control in the map is a bit buggy. When I keep left pressed and then shortly press right, the map stops.
A similar problem with the normal player movement: When I press left and right at the same time, then the player moves left. I would expect it to stop in this case.
Last, I suggest that you slightly change the camera, such that the player cannot walk to the screen edges so far. At the moment, I can only look ahead by maybe 4 tiles. That should be more. Maybe make the camera look a head the same as the tile-revealing look ahead, if you know what I mean.
And I have one game design suggestion: When you finally design some levels for the game, make sure there are no idle walking passages in the levels. Since the player is still quiet small on the screen, the walking speed still looks a bit slow. So walking long distances without changes would be boring. Or maybe add a run-button like in Super Mario games.