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(+2)

Thanks for the thorough list of feedback! We'll go through it and add them to the upcoming tasks. Here's a couple of notes I had based on your feedback:

-Is there anything specifically you were hoping would have subtitles? The Tutorial VO is the first obvious answer, but in game there are rarely VO lines that we expected to require subtitles outside of a few Arena announcements. 

-We can consider adding something to notify the player position more clearly as an option, it isn't something we considered that much before because the player is always in the same position in the center of the screen. I thought the recent ammo wheel addition along with the aiming lines help make the player more obvious, but if you're requesting it I'm sure other players would appreciate the option to make it even more obvious. 

-I agree with the option to disable weather particles, but disabling the fog entirely would cause  the background to look broken with the way the levels are constructed and also remove most of the individual identity of the different weather types. 

-I definitely agree with the item pickup screen showing up being an option. You can always check the Index to see the items you currently have equipped but sometimes it would be simpler to just pick up the item and read it then even if you've looted it before. 

-We can consider changing the order of saving at the Beacon Locators but I'm not sure if it's possible for us to save for the following level before it's been generated. At the very least we can add a UI animation to show that the game has been saved once you load into the next level. 

(1 edit)

You are correct that there aren't many voice lines, and therefore that there won't be many subtitles. On a side note, I don't know if you'd be interested in the idea, or if it would be within your developement scope, but Valve's half-life 2 has full closed captions that include noises as well as speech. Things like gunshots, enemy chatter, explosions and so forth.

I had honesatly not noticed that the player's positioon relative to the camera is fixed, and even now that you've said it, my brain is telling me it's not true. This may be because of the differing zoom-levels between areas, complex vertical environments or it may just be me, but I personally wouldn't consider position relative to camera to be a concrete and easy discernable enough guide for everyone.

As for saving, I had mistakenly assumed that you were saving the player's stats, loadout and a simple level ID, with the level being generated on load. I made this assumption based on the load times seeming similar to the level-transition times, and the fact that crates, enemies and pickups change when you quit out and re-load. As that is not the case, your choice to go with the current system makes a lot more sense.

EDIT:

I'm editing this with something that I literrally just noticed. Beacon doesn't have that many instances of flashing lights. Of the few instances that there are, the only to bother me personally is the intensly bright white flashes that accompany the lightning cell storm. This particulart instance definately needs toning down.

Furthermore, with a little careful examination of the game's lighting content, it may be possible to remove all regular or overly bright flashing lights, potentially making it safe for those who suffer from photosensetive epilepsy.

(+1)

I would also add that some areas in certain levels are very bright and have poor contrast.
Bright enough that it becomes uncomfortable to look at and difficult to discern anything in.

I've noticed it primarily in the goo/lava/energy zones, so perhaps the solution is dialing down the intensity of the effects on those.
Relevant UI options might also help.