Neat little demo! I can already feel the inspirations and it’s definitely scratching an itch. Love the animation and little quips so far. looking forward to future releases
I really really love the chest opening animations!!
I feel you'll be polishing a lot when it comes to movement among other things since this is just a start, but my general feedback is:
-Make normal walking less slidey/make it slower; the walk cycle animation itself is great though! It just seems like I slide across the floor instead of treadin it(not as much of a problem when doing the slow walk though, thats fine) It also makes so doing a roll doesnt feel like it's giving any speed benefit, bwuahaha.
-Jumping off ledges is both too sensitive that it happens unintentionally, and moves the character too slowly and too far through the air. The landing animation maybe needs to be faster as well. After it happening twice my brain feels like a slow-mo movie going 'nnnoOoooOoooo' as i take ages to land and recover from my blunder haha.
-Relatedly, climbing up ledges is a little too cumbersome(especially on the low step in the ball room) and Id prefer that youd automatically climb up if you continue holding up on the analog stick.
I did end up relying on the focus camera a lot as I've been playing persona 3 Reload recently, and while that game does let you maneuver the camera with an analog stick, it was too slow the focus camera was always better. I didn't feel much need for a traditional camera control probably because of this bias, haha. Glad it's here! Helped me out in the ball room quite a lot.
Always a joy to read your dialogue though, I could already hear the characters voices haha. Great work Kyrio! I look forward to how much farther you get with this next year!
Definitely a critical feature to implement now is camera control. There's also some jank with the B interface having gestural input based on stick direction, it'd be good to make it so walking forward doesn't automatically cause doors not to open (supplanting it with rolling instead).
The object interaction portions of the demo are solid enough, I found using the focus-camera input (I think it was L trigger on my 360-style controller) helped with the stair and ball puzzle, letting me line the throws up where I lacked that granular control surface to aim.
The last comment is that where prompts show up is not good. I'd position the text to be directly over the button, this screenshot of LoZ Windwaker is an example of how disambiguating prompt+button context can be very clear. During my play, it took time to figure out that the B button was the omnibutton, as the text was displaying directly beneath the Y button and sometimes over the A button.
Pretty solid demo otherwise. Shows a lot of promise and I think this is the only ant game with biblically accurate ant lore.
Thank you for your feedback! I've already found a fix for the rolling/jumping at doors issue. The camera is admittedly the worst part of the prototype by far. Mostly built on the backs of tutorials to the point where I'm not even sure how it works. Definitely need to work on building it from the ground up again. It seems like everyone is understanding the correct button to execute the prompts is the right most large button, but for some reason the labeling is completely off. No idea when it stopped working but it doesn't display correctly for me either at this point. (Plus the layout of the UI is confusing regardless, so needs a redesign.)
Comments
Neat little demo! I can already feel the inspirations and it’s definitely scratching an itch. Love the animation and little quips so far. looking forward to future releases
I really really love the chest opening animations!!
I feel you'll be polishing a lot when it comes to movement among other things since this is just a start, but my general feedback is:
-Make normal walking less slidey/make it slower; the walk cycle animation itself is great though! It just seems like I slide across the floor instead of treadin it(not as much of a problem when doing the slow walk though, thats fine) It also makes so doing a roll doesnt feel like it's giving any speed benefit, bwuahaha.
-Jumping off ledges is both too sensitive that it happens unintentionally, and moves the character too slowly and too far through the air. The landing animation maybe needs to be faster as well. After it happening twice my brain feels like a slow-mo movie going 'nnnoOoooOoooo' as i take ages to land and recover from my blunder haha.
-Relatedly, climbing up ledges is a little too cumbersome(especially on the low step in the ball room) and Id prefer that youd automatically climb up if you continue holding up on the analog stick.
I did end up relying on the focus camera a lot as I've been playing persona 3 Reload recently, and while that game does let you maneuver the camera with an analog stick, it was too slow the focus camera was always better. I didn't feel much need for a traditional camera control probably because of this bias, haha. Glad it's here! Helped me out in the ball room quite a lot.
Always a joy to read your dialogue though, I could already hear the characters voices haha. Great work Kyrio! I look forward to how much farther you get with this next year!
Definitely a critical feature to implement now is camera control. There's also some jank with the B interface having gestural input based on stick direction, it'd be good to make it so walking forward doesn't automatically cause doors not to open (supplanting it with rolling instead).
The object interaction portions of the demo are solid enough, I found using the focus-camera input (I think it was L trigger on my 360-style controller) helped with the stair and ball puzzle, letting me line the throws up where I lacked that granular control surface to aim.
The last comment is that where prompts show up is not good. I'd position the text to be directly over the button, this screenshot of LoZ Windwaker is an example of how disambiguating prompt+button context can be very clear. During my play, it took time to figure out that the B button was the omnibutton, as the text was displaying directly beneath the Y button and sometimes over the A button.
Pretty solid demo otherwise. Shows a lot of promise and I think this is the only ant game with biblically accurate ant lore.
Thank you for your feedback! I've already found a fix for the rolling/jumping at doors issue. The camera is admittedly the worst part of the prototype by far. Mostly built on the backs of tutorials to the point where I'm not even sure how it works. Definitely need to work on building it from the ground up again. It seems like everyone is understanding the correct button to execute the prompts is the right most large button, but for some reason the labeling is completely off. No idea when it stopped working but it doesn't display correctly for me either at this point. (Plus the layout of the UI is confusing regardless, so needs a redesign.)