[QUOTE=crowtongue] Looks like you've done a lot since we last got a play. The waterfalls are much nicer, running along the branches is much improved, the boar has been implemented, looks great!
Having read that you're going to try and get a kickstarter going though, I would be super picky about getting this ready.
- Title screen, the fonts are a bit bland here. I would spruce them up a bit or make a custom font.
- Title screen, this would be very nice if you animated it I think. Like some sort of breeze pushing around a layer of grass and the wolfs hair. Something like that.
- Background - It was on the tip of my tongue but I didn't quite realize it until Rory pointed it out... Something to add more depth would make the entire game look a lot better. I would personally suggest the color desaturation route, as I think the graphics in the background are wonderful and wouldn't want to blur them.
-Gameplay - Dying - Death seems a bit weird sometimes. First of all if you entangle some enemies with your skill, then die, they will still be like t hat. If you die after running over the wooden planks they will still all be collapsed when you respawn. Sometimes when you fall on a bramble bush from above you are screwed, you take one hit immediately, and when you move you take another right away too and die. This seems to be easier to avoid when running into them from the side.
I have encountered a strange bug I haven't been able to replicate where before respawning the wolf will float in the air and everything will shake.
-Graphics - edge of waterfall pond - these ponds just abruptly end in a square shape. I'd make a transition.
= Enemy AI - Although you put such care into animating the enemies they feel like kind of an afterthought while playing the game. When the giant horned deer enemy runs past you, he doesn't come back to chase you. Spiders always stay on whatever surface they are on. The boar simply charges back and forth kind of slowly. There is no challenge here, and no reason to really want to kill the enemies. It's not a fun part of the game, doesn't give you anything, and they are pretty easy to dodge. So why not just avoid them?
Give them special attacks they can do sometimes! If a spider can't follow you anymore, maybe it can shoot webs at you from wherever it's stopped.
Maybe a boar can charge up and do a really fast charge, and when he hits something if you're close it will stun you.
Maybe the giant deer can jump around and follow you.
I realize all of those things are a lot of work, but trust me it will improve your game so much.
Anyways, your game has really come along and it it's super impressive. It's inspiring to me as I struggle to work on my own things in Construct. Great job and I really hope to see more soon![/QUOTE]
Hey Crowtongue, thanks for stopping by! Please do be super-picky: every criticism helps me improve, so don't hold back
Title Screen - I agree about the font, it was the stock font that came with Construct as standard, and I haven't given it any thought yet at all (other than the logo font, of course - is the Omega logo okay?). Any recommendations for fonts? I'm a complete rookie with them, but I'll have a look around for ideas
As for an animated title screen, I built it with that in mind but side-lined the concept for more pressing matters. I think I'll definitely pick it back up again though, because it would be awesome to see moving clouds and grasses! It would make a good first impression.
Background - You and Rory are completely right. I'm making a post after I've replied to everyone individually that will suggest some improvements, and cover what I've been working on since I got home today. I'd love your feedback if you have the time
Dying - I'll tweak the roots to expire after 20 seconds or so. I think that's a good idea of yours. As for the planks, I don't want them to respawn, since I don't want this to be a platformer that has floating islands and respawning objects just because it's a platformer. I'm trying to make everything feel at least somewhat grounded in reality. There are other routes to take anyway, if you mess up the high path
The thorn bush and shaking screen after death thing are bugs, and I've now fixed them both. Thanks for reporting them
Water pool transition - A friend mentioned exactly the same thing the other day when he saw Omega. I do actually have the water sunk into a sort of ditch, with grass overhangs on the edges, but apparently they aren't clear enough by far
I'll improve the art there.
Enemies - right. I agree with you, and read on to see some ideas I want to implement for improving them! As for no rewards for killing them, you do get points for killing them. I hope the high score system is working
You can also get a medal which gives you bonus points for killing one or more of each enemy type (Hunter Medal), and a medal for killing every enemy in the level if you can hunt them down (Predator medal). As for avoiding them all being easy - there's a medal for that too called Pacifist, which is one of the highest point rewards in the game (deliberately! I love animals! But it also makes up for the points your missing out on by leaving them alive). So unless the score system is borked, you are rewarded. Try going into the options menu and turning on the Score Display for clarification. I have it set to "off" by default because I love clean UIs.
Again, thank you for the feedback, I really appreciate it and will do everything I can to improve Omega with it!