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Zano

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A member registered May 28, 2018 · View creator page →

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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.

Stable & 3.0 Versions have a fun problem with the character menu jittering when your mouse cursor is in the margin. The 'cartoon expand' effect from mouse-over will loop, making navigating the menu by clicking and dragging the bar impossible. Other brief UI critiques include the transient nature of most of the menus when you are clicking on character/asset items on screen, which can layer over/under the default menu options in certain display situations. The UI is cute but at times borderline non-functional when these conflicts crop up, which for me is quite frustrating.

A traditional fixed menu option would be optimal to add as a feature sometime, as it would assist people with interface difficulties in navigating the software and avoid UI conflicts. Thanks!