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Need Feedback about puzzle game

A topic by Ogmus created Aug 17, 2020 Views: 352 Replies: 6
Viewing posts 1 to 3

Hi!

https://ogmus.itch.io/spirits-and-drones

This is my personal game project.
As a fan of Shogi, I tried to partially implement a chess strategy as part of a game project.
So far, this is a demo version that I made specifically to show the essence of the project.
Your comments are very important for its further development. Especially interested in your opinion about the game mechanics. Since this is the heart of any game (in my opinion). In addition, I am interested in your opinion about the visual style of the game.
Your comments and criticism will help me develop the project.

Thank you in advance for your support!

(+1)

I'm a big fan of chess puzzles so this game is interesting to me.
Mechanically it's quite solid and leaves a lot of design space open for different challenges like enemies that change their threat areas on each move, ways to manipulate enemy positions, or new ways for your characters to move.

However I had some difficulties with the visual side that prevented me from enjoying the game.
Light green and light blue are very hard to tell apart and was starting to give me a headache once I got to enemies with both robot and spirit attack spaces. Changing the hue or the brightness would help tell the two types of danger apart at a glance with little effort. In the future, as the attack ranges are such an important part of the game play, it may be worth developing different art assets for the different dangers. Targeting reticle or electric wires for robots, runes or ghostly hands for spirits.
A similar effect can be found when the two controllable characters get close as the yellow of the lantern, the light on the floor, and the orange-ish of the robot all start to bend into each other and become a visual mess, which is a shame as the sprite work is quite nice otherwise. Consider borders around sprites, differentiating of colors/values.
Some greater feedback for character selection would be nice. The feint yellow box below them is hard to see on some spaces so a confirmation sound from the unit, like you can hear in may RTS games, or a quick animation would guarantee I know who I have selected and will prevent accidental moves.
It's a minor point but on the dialogue boxes an "A" in a circle made me think it needed a controller rather than hitting the "A" key. Either putting it in a box to better indicate a keyboard or allow other input like space or left click to also cycle through dialogue might be good.

I'm seeing a lot of potential here, though. Keep up the good work!

Thank you for the detailed comment!

I have been developing a game for quite a long time, and this is extremely necessary. I will work on the visual part so that there is no discomfort during the game.
It is very important for me that the game aroused interest, and the gameplay itself is "catchy". It's nice.
There are plans to implement various aspects of the mechanics, but for now I want to hone the gameplay on such a small example. In addition, I plan to increase the emphasis on the non-linear passage and the RPG element.

(+1)

Overall, the game has promise. From what I was able to play, I had fun. I agree with what Oles said, so I'll just add onto it.

The main problem I ran into is the game seems to crash randomly after attacking an enemy. It was never consistent, but the new enemy introduced 4 or 5 levels in would always crash the game. Needless to say, I wasn't able to finish the demo because of it.

Overall, I though the mechanics worked well, but I did find it kind of odd that you had to go into a specific square (their back) to attack instead of just occupying the square they're on. It's not a deal breaker, but It does feel a little arbitrary and a bit of a lazy way to enforce certain setups. The spirit can't hurt the lantern, so why go behind for a sneak attack?

Visually, the game looks great, props for the art! But, I did have some issues with game-play related feedback. I think the main reason is the relatively small game area on-top of an already small resolution, making the spirit enemies hard to differentiate, and making their silhouettes harder to make out at a glance. I'd get sniped thinking I was out of range of the sword, but it turned out it was I was looking at an archer.

All in all, I look forward to seeing the game once it's polished up and expanded. Nice work so far!

Thank you for your comment!
It's nice that I liked the style and mechanics.
Regarding the square that you need to stand on in order to kill the enemy: according to the plot, for ghosts it is a seal that holds them and its destruction leads to his expulsion. For robots - vulnerabilities in the robot's defense system. In terms of mechanics, I added this element for a more subtle strategy in the game. One and the same puzzle, but with a different arrangement of the seals of death, can be played in completely different ways.
I will try to work out the visual part to make it more comfortable to play.
Regarding the departure of the game. Can be more? Did the game window close or what exactly was happening?

For the crash, after attacking, the animation plays, then the game freezes for a split second; afterwards the window closes. I'll add I'm on x64 Windows 10.

On the seals, like I said, it's not a deal breaker, and if you feel like you can do interesting things with them, go for it!

Thank! I will test this point again.