Hey Dani,
Sorry I’ve missed out on some of the updates above, have been a little busy myself. Hope you had a nice Christmas and are looking forward to 2018 - looks like you are in a great position here for a very successful year
I’m thinking if that issue persists maybe it’s better to deliver an installable
On this note, I think a downloadable could be beneficial, however, a couple of things to consider…
- PC / Mac installs
- Publisher information
- Digital signatures
I mention the last two items primarily because I downloaded and ran someone else’s game recently and both Windows Defender and Norton Internet Security got a little concerned about the source of the files and what they may be doing. Not perhaps a huge issue, but certainly something to consider, otherwise if you are asking for feedback and people start seeing security alerts all over their desktop they may become concerned
My personal preference would be an installable, it does take a little while to appear in the browser and obviously it’s not entirely obviously whether it is still progressing or has died (not of your doing obviously), where-as a file download is more obvious and then just installed, also, should any game-killing-bugs occur, we can just restart the game nice and quickly to continue playing/testing to offer feedback.
Obvious downside is giving out perhaps a little more of your game than you might via the browser, but for the sake of feedback and if you are only offering a first level I’m sure it’s worth it
Updated Thu Dec 28 2017 20:00
Feedback
Firstly, what a delight to actually play your game having seen it in development for a little while and seeing it progress and evolve. Well done Dani, this is a significant step sharing it with others and opening your project up for criticism etc.
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I missed the weapon at the beginning and found that I couldn’t harm enemies in anyway at all when holding no weapon - some form of non-weaponised attack may be nice, even if it’s just a “slap” that doesn’t do much damage, but for the really weak enemies would allow a kill or two. You could use this within your little tutorial to determine whether the player has actually picked up a weapon, and if not, perhaps give them a gentle reminder via the dialogue boxes. The same could be said for armour if they are damaged more than they would be with armour. Equally, you could use the existing “thoughts” that the player shows when stepping too close to the edge, for example, “If only I had a weapon”, “Armour would be handy” etc etc
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Lighting on the first building and the streeth lamp seems (at least to me) a bit too bright.
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Our hero produces a speech bubble when stepping close to the edge, but makes no sound. Perhaps changing the speech bubble to more of a thought bubble for thoughts, where the hero doesn’t speak;
Equally, a little sound effect could be good here too, like “woah” or “erk!” or something like that.
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I concur with regards to the mention of the delay in attacking due to the animation of getting the weapon from the heroes back, I wouldn’t want to lose the animation personally as it really does add character. One approach could be to “detect” enemies and pull the weapon ready, effectively long before they are going to be engaged in hand to hand, and perhaps whilst still out of archer range?
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Sometimes the “near the edge” message appears again when the hero moves away from the edge, perhaps a little delay before making it appear again after the character has moved could cure this, e.g. by the end of the delay the hero wouldn’t be near the edge again.
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Really like the footsteps in the water effect, both sound and visual
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Enemy arrows always seem to hit, despite any hero movement, intentional?
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Rope bridge - would be fantastic if this bent a little when walked over and could do with its own sound effect also (creaky kinda thing)
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Gem Key - the game crashed on me here sadly, but I saw the little hero popup in the bottom left and the text across the screen - that looks really good.
If you can put the downloadable version together I would happily run through again