The first fight is a great start. I played through this twice, once with each voice actor, which is a neat choice. I liked being able to pause at any time, where I immediately pushed all of the sounds up to 100%. The tutorial was great in how it introduced the concepts and let me loose with the rest of the match. I liked how lenient it was with giving me three lives here. I hope the rest of the fights don’t hold my hand too much after this. There are some inconsistencies in the overall volume levels and dynamic ranges of the voice actors, and the sliders on the settings screen can feel somewhat unresponsive to fast inputs. Also, when opening the desktop build, NVDA needed me to switch to application focus mode for it to recognize my inputs. Nice work!
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Thank you!
Cocky John is meant to be the Glass Joe of the game, the rest of the opponents require a TKO to beat and will have a much higher Stagger and HP threshold. The movement patterns also get faster and more complex with punch combos.
The varying volumes for the actors is the mature of getting the assets from so many different people, all that will be evened out in the final version.
Any advice for the NVDA thing? Did you play on Desktop or Windows?
Looking forward to future updates! Glad you have a plan to get things finished. Please let us know when it’s ready, because I’m sure it will be a hit!
I played the desktop build on Windows with NVDA enabled to test screen reader compatibility.
I can’t speak specifically to GDevelop, but if NVDA is interpreting your application as a document, then it needs to explicitly tell it that it’s an application. For an HTML document, that would be accomplished by adding role="application"
to the <body>
or <main>
element. You may need to consult your documentation for the actual fix. Otherwise, the workaround for an NVDA user is to press Insert+Space when they open your game.