Feedback required for my game "The Outermost Bastion"

Show us your works in progress and request feedback

Post » Mon Aug 29, 2016 10:30 am

Hi guys,
yesterday I have completed my new version of the video game 'The Outermost Bastion" that I am developing (v. 0.6.0).

The game isn't finished yet but there are already 20 playable levels in the Campaign Mode, in addition it is present an Endless Mode.

I would need some feedback from as many people as possible. You could point me bugs, leave comments about what to improve and of course tell me what you appreciate. Everything will help me to create a better game for future versions.

The game is FREE and you can find it at the following link:

http://gamejolt.com/games/the-outermost-bastion/134472

You can leave a comment in that page or otherwise on the Facebook page of the game:

https://www.facebook.com/theoutermostbastion

You are also welcomed to leave comments on this post :-)

Thanks to everyone!

NOTE: Due to the precision required during the game it is necessary mouse and keyboard to play. The game will not work on mobile or tablets.

Image
Image
Image
Image
Image
Image
Image
B
22
S
5
Posts: 54
Reputation: 1,337

Post » Mon Aug 29, 2016 12:28 pm

I have feedback for you, :)
The game works and can become really good with polishing, you have a good base to work on.

The title menu
- You should do something about the Layer where you have a drawing of your menu cause I see it each time when it loads. (Nice drawing)
- Your buttons, they don't have sound and they look boring. You could do medieval buttons in wood or in stone.

The level
- I like the push back of the trees when you hit one with your arrow.
- The music is nice.
- I hope you have plan to improve the "green triangles" who are attacking you.
- I only did the first level (you should lower the kills to finish it)

Option menu
- A bigger text size would be nice.
- What is "Tree density" and why would I change it?

When you are at the betwen level menu with several bonuses
- The sounds when you win a level are annoying :shock: (loud and disturbing) maybe something softer would be better.
- You could enlarge the descriptions zone for your mouse cursor. (invisible zones that show a text when your mouse cursor is over it)
- How does I know what are the things at the end of a level without my mouse cursor over it, you have the space to add text like a name or a small description.
- The quotes are nice but a description of the effect would be cool too: Complete work to build the woundrous thunder artefact! <--- I want ten of it but what is it?
- I have problems reading your font, the characters are tiny and fancy.

Keep up the good work. ;)
B
12
S
7
G
4
Posts: 114
Reputation: 3,067

Post » Tue Aug 30, 2016 10:16 am

Pandadoor wrote:I have feedback for you, :)
The game works and can become really good with polishing, you have a good base to work on.


Thank you :-)

The title menu
- You should do something about the Layer where you have a drawing of your menu cause I see it each time when it loads. (Nice drawing)


Yes, originally I did. It was not loading anymore the drawing after the first time. I might have accidentally worked on a earlier version or go back too much after some changing during one work. Thank you to let me notice it :-)

- Your buttons, they don't have sound and they look boring. You could do medieval buttons in wood or in stone.


I will definitely do it. I just wanted to upload a stable version to start to get some feedback because otherwise I think I might lose interest in the project and start a new one :-P

The level
- I like the push back of the trees when you hit one with your arrow.
- The music is nice.


Thanks again :-)

- I hope you have plan to improve the "green triangles" who are attacking you.


The game started with a simple pixel art style, now I am slowly replacing the graphic to make it more appealing. Originally triangles were Goblins, squares Orcs, pentagons Zombies and circles Ghost. Now they are still in this way but looking forward to improve them in some way once the mechanics will be working fine.

- I only did the first level (you should lower the kills to finish it)


Do you think it is too long? Maybe too boring? What's exactly the reason why I should lower the kills? Many popular video game as Mario Bros, Sonic, Wonderboy, etc. run for a similar amount of time (about 1 minute and half like mine).

Option menu
- A bigger text size would be nice.


Will definitely do it :-)

- What is "Tree density" and why would I change it?


Moving the mouse on the trees it should says "Set up the number of trees during the endless mode" and if you stay on the cursor it should says "[number]% tree density during the Endless Mode". Did you have the message when playing the game? They basically let you choose how many trees have during the Endless Mode. Playing the game you will notice how much trees are an important element of the game. They will help you on one hand and at the same time they will annoy you. Try to play different games, maybe in Endless Mode, with difference tree settings and you should notice the difference ;-)

When you are at the betwen level menu with several bonuses
- The sounds when you win a level are annoying :shock: (loud and disturbing) maybe something softer would be better.
Ok :-)
- You could enlarge the descriptions zone for your mouse cursor. (invisible zones that show a text when your mouse cursor is over it)
Sure.
- How does I know what are the things at the end of a level without my mouse cursor over it, you have the space to add text like a name or a small description.
- The quotes are nice but a description of the effect would be cool too: Complete work to build the woundrous thunder artefact! <--- I want ten of it but what is it?
- I have problems reading your font, the characters are tiny and fancy.


Well, I guess in many games the first time you put the mouse on them to read the description of the icon, later you will already know what they are. I will try to put a more explicit description but not sure if I can fit it all nicely, especially if I will enlarge the font. I will have to add more upgrades in the future so I need lots of space.

Maybe my English isn't correct. I meant complete the work means go to maximum to get the upgrade. So to put a trap you need 3/3, to create the thunder artifact you need 15/15 and that will be the weapon that you activate pressing the number 3 on the keyboard as written on the main menu to use it.


Keep up the good work. ;)


Thank you very much for your feedback it has been very useful! I will keep you posted about future update if you want :-)
B
22
S
5
Posts: 54
Reputation: 1,337

Post » Tue Aug 30, 2016 12:03 pm

Biim wrote:Do you think it is too long? Maybe too boring? What's exactly the reason why I should lower the kills? Many popular video game as Mario Bros, Sonic, Wonderboy, etc. run for a similar amount of time (about 1 minute and half like mine).

Quicker access to the first upgrades can hook the player but instead of lowering the kills you could lower the tree density of the first level.

Moving the mouse on the trees it should says "Set up the number of trees during the endless mode" and if you stay on the cursor it should says "[number]% tree density during the Endless Mode". Did you have the message when playing the game? They basically let you choose how many trees have during the Endless Mode. Playing the game you will notice how much trees are an important element of the game. They will help you on one hand and at the same time they will annoy you. Try to play different games, maybe in Endless Mode, with difference tree settings and you should notice the difference ;-)

Okay my fault, now I understand. You should add a text next to it "Tree Density" same for the other parameter.

Well, I guess in many games the first time you put the mouse on them to read the description of the icon, later you will already know what they are. I will try to put a more explicit description but not sure if I can fit it all nicely, especially if I will enlarge the font. I will have to add more upgrades in the future so I need lots of space.
Maybe my English isn't correct. I meant complete the work means go to maximum to get the upgrade. So to put a trap you need 3/3, to create the thunder artifact you need 15/15 and that will be the weapon that you activate pressing the number 3 on the keyboard as written on the main menu to use it.

You are right but the descriptions could use more informations. (What is the thunder artifact?) And the keyboards control should be written again. (I forgot about it on the title screen)

Thank you very much for your feedback it has been very useful! I will keep you posted about future update if you want :-)

Glad I could help. ;)
B
12
S
7
G
4
Posts: 114
Reputation: 3,067

Post » Wed Aug 31, 2016 10:43 am

Pandadoor wrote:
Biim wrote:Do you think it is too long? Maybe too boring? What's exactly the reason why I should lower the kills? Many popular video game as Mario Bros, Sonic, Wonderboy, etc. run for a similar amount of time (about 1 minute and half like mine).

Quicker access to the first upgrades can hook the player but instead of lowering the kills you could lower the tree density of the first level.


I cannot modify the tree density since it is an important aspect of the game. They will be always the same from the first level until the end of that game unless you cut them down or destroy with some weapons. Therefore I cannot have less tree at level 1 and then magically appear on level 2. It will be out of context in this game. I will have to think about something else. Keeping the same amount of monsters I was thinking to add some in game comments to introduce the story. It might matching with the original plan but this has been cut down in order to see in a near future an end of the game. I am worried that adding too much I will never finish it.

Pandadoor wrote:
Moving the mouse on the trees it should says "Set up the number of trees during the endless mode" and if you stay on the cursor it should says "[number]% tree density during the Endless Mode". Did you have the message when playing the game? They basically let you choose how many trees have during the Endless Mode. Playing the game you will notice how much trees are an important element of the game. They will help you on one hand and at the same time they will annoy you. Try to play different games, maybe in Endless Mode, with difference tree settings and you should notice the difference ;-)

Okay my fault, now I understand. You should add a text next to it "Tree Density" same for the other parameter.


Ok

Pandadoor wrote:
Well, I guess in many games the first time you put the mouse on them to read the description of the icon, later you will already know what they are. I will try to put a more explicit description but not sure if I can fit it all nicely, especially if I will enlarge the font. I will have to add more upgrades in the future so I need lots of space.
Maybe my English isn't correct. I meant complete the work means go to maximum to get the upgrade. So to put a trap you need 3/3, to create the thunder artifact you need 15/15 and that will be the weapon that you activate pressing the number 3 on the keyboard as written on the main menu to use it.

You are right but the descriptions could use more informations. (What is the thunder artifact?) And the keyboards control should be written again. (I forgot about it on the title screen)


I see, I will try yo improve it :-)

Pandadoor wrote:
Thank you very much for your feedback it has been very useful! I will keep you posted about future update if you want :-)

Glad I could help. ;)


Thanks again! :-)
B
22
S
5
Posts: 54
Reputation: 1,337

Post » Sun Sep 04, 2016 10:19 am

Hi guys, does the menu looks good in this way?

Which button colour do you prefer more? Or Maybe it is better to leave everyone in a different style?

Thanks

Image
B
22
S
5
Posts: 54
Reputation: 1,337

Post » Sun Sep 04, 2016 7:55 pm

Replace the fonts, because its hard to make out the letters. Use something clean and nice like Braveland on Steam:
http://store.steampowered.com/app/285800/

or Crowntakers:
http://store.steampowered.com/app/294370/

Its important if you want to enchant players with your story and want to get their attention you __communicate__ the info as best as you can, which includes clearly visible fonts the eye can instantly recognize, instead of:
- What the heck is written with in this weird type?

Map graphics:
You did good here. Make the background = environment slightly darker so the player + enemy characters can POP from the image/game. The player should concentrate on whats moving and what to interact with.
B
29
S
5
G
5
Posts: 139
Reputation: 5,830

Post » Sun Sep 04, 2016 10:18 pm

From what I can see just from the screenshots, the colors are kind of all over the place. Seperate the background and characters/other things of importance by giving them different color schemes and saturation levels. Often games use less saturation on backgrounds to make the important stuff 'pop out' and keep the eyes focused on important things.

Remember that the feeling of impact is very important in arcadey games like this. Make the screen shake, time could maybe slow down for a fraction of a second when hitting an enemy and the screen slightly flashing, good boomy sounds etc.
B
21
S
7
G
4
Posts: 233
Reputation: 3,474

Post » Wed Sep 07, 2016 12:56 pm

mercy wrote:Replace the fonts, because its hard to make out the letters. Use something clean and nice like Braveland on Steam:
http://store.steampowered.com/app/285800/

or Crowntakers:
http://store.steampowered.com/app/294370/

Its important if you want to enchant players with your story and want to get their attention you __communicate__ the info as best as you can, which includes clearly visible fonts the eye can instantly recognize, instead of:
- What the heck is written with in this weird type?


I will definitely do it. That was more an experiment to test the Sprite Font rather than a definitive font. I got many feedback suggesting to change it and I will do it. What do you think about the font that I have published in the post before yours? I am trying to create a sort of kerning effect but it is not easy since C2 doesn't provide that option. If I will fail I will have to use a more standard/plain font.

mercy wrote:Map graphics:
You did good here. Make the background = environment slightly darker so the player + enemy characters can POP from the image/game. The player should concentrate on whats moving and what to interact with.


Yes, that's true but at the same time I wanted to have Goblins more sneaky than other creatures, that's why a "camouflage", a fast speed and the ability to pass better between the trees compared to other monsters should give them a chance to be still dangerous even if they are the first monster to face. I will try to make the others stand out better. Anyway even in this case, the sprite should be replaced in the future, so I will have to consider again the issue ;)

Thank you very much for your time in leaving the comment! In a couple of weeks I should be able to upload a new version and I would be glad to have a new feedback from you :)
B
22
S
5
Posts: 54
Reputation: 1,337

Post » Wed Sep 07, 2016 1:02 pm

Hasuak wrote:From what I can see just from the screenshots, the colors are kind of all over the place. Seperate the background and characters/other things of importance by giving them different color schemes and saturation levels. Often games use less saturation on backgrounds to make the important stuff 'pop out' and keep the eyes focused on important things.


Thank you for your feedback, please have a look at my previous reply to Mercy that has a related answer to your point.

Hasuak wrote:Remember that the feeling of impact is very important in arcadey games like this. Make the screen shake, time could maybe slow down for a fraction of a second when hitting an enemy and the screen slightly flashing, good boomy sounds etc.


Please if you have time give the game a go. You should be already able to see some of those effects. Let them know which one are good and which one should be replaced.

Thank you, in a couple of weeks I should be able to upload a new version with some of the implementation coming from the feedback collected :)
B
22
S
5
Posts: 54
Reputation: 1,337

Next

Return to Works in Progress/Feedback Requests

Who is online

Users browsing this forum: No registered users and 2 guests