thanks for the review and your time. I'm glad you didn't dance around the issues. while I do not agree that it sucks and I will not be scrapping it, I am taking your criticisms to ponder on and influence further production. I may add some grass bits at the base of the big trees. I would hope that would alleviate the infuriating "I can't figure out why I can't walk there" stuff. I really wanted to avoid having to do that, as I want the trees to be ridiculously poorly drawn, but I am considering the change. if anybody actually likes the big trees and their walkability SNAFU, chime in at any time.
now, when you indicated that you want the subscreen to tell you that the stones are really the money item... why would you need to know that? the counter keeps track of them and they are clearly drawn in the counter as the "discs." I'm not sure what you would have me do with them. they will not be used to buy stuff, so they are just rocks in a bag. you throw one and it comes off the tally. maybe I don't understand what you mean regarding the stones.
the heath bar is designed to be unclear. you don't start with much health. when you get hurt, you just know that you are hurt. in real life, do you know that you are at 60% energy? nope. you know it hurts. the intent here is to have a sense of panic when your health runs low. when you acquire greater stamina in the later parts of the game, it will feel rewarding, because your bar will grow, but I don't want you to know
exactly how much heath you have at any given point. if you must know, you can pause and measure, but I am actively discouraging that. it is intentionally wack. I didn't want to use heart containers and obvious health tickers. I am not sorry about this aspect, at all.
the concept kind of carries over to the enemies. I don't want them to be obviously one type or another. I want the player to earn an understanding of them. the singular mutant octorock should be obvious in his frantic movements and the difference between what he flings compared to the dung the other beetles spit. is it bad design when other quests alter the enemies? these are basic enemies and the only ones that look and act the exact same, so far, are the regular octorocks, blue/red, fast/slow. [this turned out to not be the truth, as even those enemies have slight variation] does the not knowing if it'll take one hit or two ruin the game? not to me. I like the challenge. did the bees not look like bees? the moldorms and patras are supposed to be obviously bees. maybe I see them as what they should be because I know what I meant to have them look like. could other folks chime in on this? are they tough to identify as bees?
the music: yeah it isn't great. it is a remnant from the quest file I used when I started the production of this quest. basically, it is what it is while it is what it is. hopefully John Stacy will be inspired to add some value to this aspect. in the mean time, I will not be worrying about the MIDIs. it took me a decade to deal with the music in HowHigh appropriately. Wolfo saved the day (or many, many days) on that one. here's hoping I get similar assistance for my current demos (this one and HowHigh2, AKA Pastel Zelda). here's to improved tunes.
as for the linearity, yeah, it is linear. it is a simple spiral outward with small fields of space and a few slight off-map cut-throughs. it isn't meant to be anything epic. the idea is to have it be about an hour worth of simple gaming that is playable by anybody (knowing how Zelda enemies work is just a bonus).
if the graphics are too confusing and the items are too hard to figure out, then I may need to change them. if anybody is old enough to remember the first Zelda as a new game, without a Nintendo Power magazine collection, the game was hard to figure out. if trial and error make you mad, this quest may make you mad. if you screw everything up the first time, it is a short quest that you can just start over. I disagree about most of the poor design comments, but I do agree that too many of the tiles and sprites are tough to decipher.
thanks for giving me this exercise. I am always hoping for critical reviews such as the one in the post above, so please don't let my defending and explaining stance deter further comments. if anybody has anything to add, please do not hesitate.
Edited by trudatman, 15 August 2012 - 08:20 PM.