There's nothing wrong with recognising your limits. But if those limits coincide with a retro art style you might as well milk it! :)
mcsproot
Recent community posts
I quite liked the 'low grade' graphics of Normalin and it gives it a sort of signature style.
I do agree with your lessons learned, sometimes you need to trip and fall before you can stand up tall. I get that you were trying to guess what people might like, but I would say is it may be better to release a game, see what people say and work from there.
A fun little game! A shame you won't be finishing it as it had some potential. I like the cute little touches such as how Normalin's face becomes worried looking in time limited areas.
I also like the posters and how they gave hints to how to escape some of the bindings. You clearly put a lot of thought and effort into this. Also that all of her bindings are different so it makes sense that you need different solutions to escape each of them.
I'm looking forward to hearing more about the upcoming project you mentioned in the update post!
So are you planning to have the bad guys catch up faster than the current demo when her legs aren't bound? As in the current demo, other than the RNG (I assume it's RNG) causing a deluge of obstacles near the end, I don't see the need for such a power up.
Though on that note, it seems that sometimes the large dumpsters spawn in such a way that looks like you can get between them and the wall, but the gap is too narrow. So when I try and get between, I get stuck. Could just be me being dumb, but maybe something to consider having them spawn either right next to the wall, or far enough away you can go between them and the wall.
And that made me think of another thing. Perhaps (might make the game more complex than desired), but perhaps if her arms aren't bound, she can climb over the dumpsters at a significant delay? I would perfectly understand if the dumpsters were always going to be a wall you have to go around no matter what, it just made me wonder if there were any plans for bound arms to impact the gameplay or if it were going to be purely cosmetic.
So what's the gameplay implications of bound legs? Since walking is slow enough for the bad guys to catch you, makes me think that legs bound will be barely fast enough to escape so that every mistake is permanent?
Also, are there plans to have a legitimate 'good ending' if you cross the line? Or will she always be captured since it's a dead end?
I'm not sure if this is the correct devlog to comment on or if you were doing one on sounds later, but what the hell, I'll comment here.
Do you plan to have different sound effects for her steps when she's wearing different costumes? Hearing the 'clop clop clop' of her shoes when she runs in her swimsuit just felt off.
I kinda like the old model but the new one looks great. An option to use the older one would be nice, if it's not going to be too much work to work the 'equipment' for both models.
As a side note, I had a thought. We can't really see the gags and blindfolds etc on Normalin during the game. Perhaps an option for window in window that shows her face during gameplay?