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Project: Eden's Garden

16 talented participants enter the game. Only 2 will walk out alive. · By Project: Eden's Garden, Shade, UndreamedPanic, Sozzay, Zetsis

A few UX issues (mainly gamepad support) that need to be ironed out

A topic by mitch-bandes created Dec 17, 2022 Views: 321
Viewing posts 1 to 1
(2 edits)

I'm really liking this story so far and am excited to see it continue. However, I do have a few UX complaints.

Gamepad issues

  • If the game detects controller input, the game should display gamepad controls instead of keyboard controls. Alternatively, the player should be able to choose what control scheme is displayed, or the game should simply list keyboard and gamepad controls together.
  • You should be able to adjust the aiming reticule speed in the options menu.
  • It would be nice to remap the controls to something more comfortable; I don't like pressing Y to shoot while using RT to slow time.

Trial Mode issues

  • Some of the statements move too quickly even in slo-mo. I understand that that's part of the challenge, but maybe save some of the harder shooting segments for later in the game, when the player is more experienced and has acquired some support abilities.
  • Turning down the action difficulty has no effect on the time limit or statement speed. Consider tying the pace of the nonstop debates to the action difficulty, to accommodate players that want to focus more on logic than arcade action.
  • When the controls screen is opened, the timer should be paused. The timer should continue to run while checking your Truth Bullets (as it currently does), but checking the controls screen should not do the same, since a player should only visit that screen if they need help getting acclimated to the game, and they should be able to do so without time pressure.

Free Time / Investigation Mode issues

  • While walking around, the distance to interact with doors, people, and other objects is too short, as you often have to stand right next to a door or get up in a person's face to interact with them. You should be able to interact from at least triple the current distance.
  • In conversation, when a character walks away, their sprite fades too quickly, and is usually halfway invisible before the camera finishes focusing on them. There should be a 500ms delay between the time their dialogue starts and the time their sprite starts to fade; I would also consider having the sprite fade out more slowly, and accompany the fade-out with a footsteps SFX.

Anyway, keep up the good work!