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Windows In the Mind (Alpha) - NEED FEEDBACK

Discussion in 'Work in Progress' started by Caden Black, Jan 22, 2019.

  1. Caden Black

    Caden Black Member

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    May 29, 2018
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    For for exactly one week, I have been working on a simple Visual Novel/RPG. It will be broken up into four different levels. Each I hope will end up resulting into a 1 hour game run time to tell the story. Which goes as follows -
    Color is HUGE and I mean HUGE in this game, color represents emotion, Fear being Orange Confusion Green so on. I've replayed part one, Fear, 10 times now with an average of 8 - 10 minutes of gameplay. Graphics are OK I'll put the Tile sets in a picture. There's not much story in part one, two little bosses (Beware RNG) the "Fear" in Fear is going to school, witch goes into part two. The bosses are incarnations of emotions and things. This game is not good in my opinion so I'm only letting it out to get general feedback. The text may be small to because the screen is small. Just don't expect much from it. I want honest feedback and help if you decide to play it. Thanks in advanced.
    - Caden

    Video Teaser -


    Link to In the Mind (New) - https://drive.google.com/open?id=17N8Sh1vUGWp1LyG0KMdSyfJgiTJSXAVO
     

    Attached Files:

    Last edited: Feb 16, 2019 at 11:16 PM
    RichHopefulComposer likes this.
  2. RichHopefulComposer

    RichHopefulComposer Member

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    You should post some gifs and stuff so more people check it out. I'll play it tomorrow for you. =)
     
  3. The Video Gamester

    The Video Gamester Member

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    Seems like a good start. I also wouldn't be afraid to start putting your games out there early on in the process. I encourage it actually. I like that you drew inspiration from Undertale's combat but didn't straight up rip it off. It could probably use some tweaking to differentiate itself a little more but its a great place to start. I would focus on giving your text either a designated place with a text box or adding some kind of effect to make it stand out from the background a bit. The other bit I would focus on is clearing up how the combat works. I honestly don't know if I ever quite figured it out. While fighting the darkness I had no idea if I was making progress. A health meter, some numbers, or screen shake would provide some feedback to the player and let them know if they were making progress or not.
     
  4. Caden Black

    Caden Black Member

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    Sorry I'm late to respond! I had school today and I just got back. I had my sister play it yesterday to and she said some stuff to. Yes TOTALLY agreee with the health bar and text. In fact I have an idea for it :) So for combat (not sure if you noticed) The color of your heart makes you "act different" on stuff, but YES THANK YOU SO MUCH FOR PLAYING! It means a lot to get awesome feedback to make it better. Also to Rich I'll put some gifs up later today. Now also, some questions to you people,
    1. Is one hit good for the player or should it be higher?
    2. Controls at the menu, is that enough to explain?
    3. Should it be more clear where to get the key to the locked room (Laundrey Room)
    4. Is the art style good for what the game is (simple and straight forward)
    5. Yes I did get inspiration from Undertale but how exactly could I change it up a bit, I don't like revealing lots about story but the character (Zack) has a disability which is the same as mine and I want the battle to represent this world and things he imagens.
    Thank you!

    Edit - I'll let you know when I finish the tweaking, on it.

    - Caden
     
  5. The Video Gamester

    The Video Gamester Member

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    Before I can offer an opinion on 1,4, and 5 I need to know the tone your going for. Are you going from low to hope or hope to low? Is the player supposed to be frustrated like dark souls leading to the rush of success? 2. Your explanation for in game controls are fine. Your menu operation for the second screen could probably benefit from using arrow keys and highlighting the level that will start. 3. Maybe a timer that gives a hint if the player is struggling for a while.
     
  6. The Video Gamester

    The Video Gamester Member

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    Oh and it also depends on the purpose of the game too. Personal, assignment, or publishing can effect these decisions.
     
  7. Caden Black

    Caden Black Member

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    Again, late to respond, school, working on some tweaks for images, so I made a newer version (0.1.1) which includes the following
    1. Health for enemies is now displayed in the top left corner (number)
    2. Text now has a color to represent the current emotion/feeling (Red = Anger, Blue = Sad, etc.)
    3. When selecting Fear at the Title Select you'll now be prompted the controls (Pressing Enter continues you to the next room)

    Those are the BIG changes, a few more dialogs were added and (I'm colorblind a little so I'm not sure) but you SHOULD be able to read certain texts now.
    Here are a few images (I'm not able to do gif's) -
    New.PNG New2.PNG New1.PNG
    Also, I didn't really think (my opinion) I needed a text BOX but to make it colorful and around the general area to read, let me know if you think other wise.

    So that's it! Here's the link to 0.1.1 (Let me know if it doesn't work)
    Thanks!
    - Caden

    Link - https://drive.google.com/open?id=1r-ARNJRKw0v72jg_m7SYPAgt082ywpAs (Windows ONLY)
     
  8. The Video Gamester

    The Video Gamester Member

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    Good progress. If your not going to do a text box than a good option is dark text with a white outline. Visible on almost any surface. Sorry I've been busy with my project lately so it took me a while to get back to you.

    The number feed back for enemy health really helps. Is the player on a timer once they grab a yellow heart? I think letting a player know how long they got to get a hit once they catch a heart would be a good addition.
     
    Last edited by a moderator: Jan 27, 2019
  9. Lambda01

    Lambda01 Member

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    Looks promising, but i the combat gamleplay is not explained and is confusing to me.
    Keep it up !
     
  10. Caden Black

    Caden Black Member

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    May 29, 2018
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    Sorry again, late to respond, Church Retreat. Yes, Text boxes seem a little overused to me so I'm trying something different. Also, should a "Test Battle" be placed with the Bear to help the player understand more? And yes, darker text is also a good idea. Timer for Invincibility to me is a little strange (Like Super Mario with a star you don't see a timer) let me know if I over did that. Work will continue, Thanks as always for your help!
    - Caden
     
    Last edited: Jan 28, 2019
  11. Caden Black

    Caden Black Member

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    May 29, 2018
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    New Update! 0.1.3!
    - Tutorial Fight that will hopefully help the player understand battles!
    - Video of Gameplay
     
    Lambda01 likes this.
  12. The Video Gamester

    The Video Gamester Member

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    A good option would be to add in a flash similar to how Mario lets you know when your star is going to run out. Better than a number and most gamers understand it as its a common design choice.
     
  13. Caden Black

    Caden Black Member

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    May 29, 2018
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    I'm back, I've been making some tweaks to the project. I'm curious to know though, how well is this game constructed? As you know I've been needing feedback to make this project great! I don't expect it to blow up but I want a nice solid game. So if you've played my game I would love some honest feedback! I know I've already gotten a ton of good ones. But I want to know what I can do better while I continue to work on this project! Thanks!
    - Caden (Windows ONLY)
     
  14. Caden Black

    Caden Black Member

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    May 29, 2018
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    Update 0.1.4 - New dialogs to provide tips/hints for Fear.
     

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