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(+1)

This game is brilliant! :D Still playing the demo at the moment but I will record my observations here and then my suggestions afterwards as I do:

Observations

- During the introductory scene, Dude's speech clashes with the background, making it harder to read.
- The dialogue during the scenes sometimes progress too fast for reading fully (Not the best eye sight).
- Volume level of music transitioning from scene to game play is abrupt and disorienting.
- Being reset to the start of the level every hit seems disorienting and interrupts the experience's flow.
- The jump mechanic seems too sensitive as it is very accurately based on how long I hold the up key.
- It was not obviously clear to me at first that I had to carry on moving off screen to progress to the next level.
- There are no ways in game to control the volume level or key mapping.
- All enemy kills progress is safe yet when I move back after moving a block, it resets.
- As was mentioned previously I believe, Level 3 is way too difficult due to the lighting and lack of opportunity to kill the bats as if you jump at them, you are usually damaged.
[Apologies I stopped playing at this point as it was a tad too frustrating for a nice side-scroller :P]

Suggestions

- Here I would suggest that you use some form of outline on the text or speech bubbles so that the user has a good surface to read easier against.
- As for the dialogue being too fast at points, I would suggest either text speed options or the ability for the user to click to progress dialogue at their own pace?
- Keeping the overall music levels constant throughout the game would help to preserve the suspension of disbelef and immersion of the user :).
- I would suggest that you allow the user to get attacked and lose 3 health before then resetting their position on the level using a separate "lives" system :).
-  RE The jump mechanic, I would suggest two or three specific jumps depending on how long the key is held? 3 defined jump heights :).
- In terms of the movement at the end, I would suggest some form of marker or specific terrain indicator that the user should move off screen?
- Volume & Key-mapping controls definitely would help :).
- I am not sure if the block was intended to re-spawn hen it moves off screen, yet that in itself seems not to flow with the rest of the game :S.
- With regards to level 3, I feel the narrow view point of the light spot, as well as the user in-obvious ability if there is one to defeat bats, is what heavily needs to be addressed. I would suggest by returning the view to the entire view port by eliminating the light spot until a late time, or by designing a cleanly achievable way the user can defeat the bats :).

PHEW! Sorry I know there is a lot to read there, but I hope this all helps! :)

It is a very good game design with a promising future as a good, solid game :)

(1 edit) (+1)

Man, I couldn't ask for a more complete and well organized feedback, thank you very much for taking this much time to play and formulate your feedback, means a lot. I'll try to address each topic.

- About the color of the text on the cutscene: I had noticed it too, its a little annoying indeed. I will sure change it, thanks for the suggestions!

- About the speed of the dialogs: thanks for the suggestion, I would suggest the same, something like "pokemon" text transitions where you click a button to read the next sentence.

- About game volume: This is a very good observation, I have a really loud headphone, tried it on a less powerful one and the music really changes the volume too abruptly! Will make it smoother for now and add volume settings in the future.

- About being reset when hit: It was a "temporary" mechanich that ended up on the final demo version xD I also don't think that is the best way to react to a hit, but I thought it might enhance the "rouguelike" feeling. But it should be more polished and your suggestion sounds perfect, thanks! I'll sure change it.

- About the jump: As I told K-Crow Studios the jump on Dude's Quest was heavily inspired by the old Super Mario Bros (NES). I think that the one thing that ruins the jumping mechanics is in fact the delay for next jump, i'm thinking of removing it, as was also pointed by JohncoBalonco. Do you really think the whole jump should be changed, or just removing the delay is enough?

- About the next level call: Great suggestion, something like a little sign on the ground, with a drawn arrow, would be nice?

- About game options: Indeed, I though maybe it was not necessary for the demo, since it's not a very simple thing to implement, but was planning to add "pause" and ingame options on the full release.

- About the block reseting: It was a safety measure, to ensure the block doesn't get stuck, nor lost. It works like this: everytime it is out of the camera AND its not on top a switch or platform, it resets. I don't know how I would implement this safety measure in a simple way yet without disrupting the game flow :/

- About level 3: man, no need for apologies, I completely understand, It's the first thing I'm aiming to change, it's really difficult, I released it that way because I got used to it, as I played many, MANY times during development (also I know exactly where are all the bats, which gives me a huge advantage). Heres an issue I created to make the bat's eye glow, as one improvement (tho I must think of other things to change in order to balance the difficulty): link

I'm also thinking to not make the minimum light so small, and maybe, in order to get bats killed more easily, make them swing up and down as they chase you, to make it easier to jump on them, would this be good?

Again, thank you so much for the kind words and for this absolutely amazing feedback!

(+1)

Heya! Sorry I went for the night to sleep but am back :P Absolutely no problem RE the feedback! I prefer clear, workable feedback myself too :P I hope it proves of use! :)

- With regards to the point in response to the jump mechanic, I can see that now that you mention it! :) I would think that with tweaking of the motion and smoothing the falls and peaks of jumps to emulate gravity, it would communicate better to the user? :)

- Regarding the grass block I can see what you mean RE the flow of the game being interrupted if it is stuck :thinking: What about a level reset mechanic should the user get the placement wrong? Good for voluntary / compulsory puzzle solving as it allows the user to take a good few cracks at it without getting stuck or losing life / enemy progress / collectable progress :)

- Regarding the level 3 predicament, YES! :) At least increasing the user's field of view as well as modifying bat paths so that the user has a clearly observable opportunity to jump on them safely would help SO SO MUCH! :P

(+1)

Hi man! Thanks again for answering.

- Jump: Yes you're right, I'll try to polish the jump so it feels more responsive and natural

- Block reset: Would a floating "R" button above the block everytime it gets stuck be good? Then after pressing "R" the block respawns. The only problem with this is calculating whether the block is stuck or not :/

(+1)

All good pal! :P

Hmmm would you need the ability only when the blocks are stuck / lost though? :) If you think about it, the possibility of the user being able to reset the block whenever they want if they are within a certain range of it at the time could help facilitate new forms of puzzles should you want to ;)