Don't know if you are looking for feedback, but my creative nature can't go without giving some anyway.
Since the game is dialogue based, doing the dialogue stuff right is important. When you press E while the text is still rolling out, it should just show all of the text right away, without skipping to the next page. Give players a chance to speed things up a bit, but not skip it entirely.
Making the text appear a bit faster wouldn't be a bad choice either.
Mini-game in-between the text is quite tricky and tedious. I'd advice not to force progress behind hitting the fly, but give it like 10 seconds and a few tries, and if player can't do it, you just go on and continue with the text.
I sense some NITW inspirations here, and if I am correct, I can say that NITW probably wouldn't add such a mini-game. It could be something similar, but you wouldn't *have* to succeed to proceed. It's just gamedesign stuff. If you want players to read, let them read without being annoyed by precision mini-games. They can remain, but should be changed into something less punishing.
Some less repetitive music would be nice as well, but that's a non game related field.
The reason for not adding "click E to show whole text" was laziness. Same goes for music.
About proceeding without succeeding, will take that note - thanks.
I will work on improving such simple things as music and basic features (like pressing E to show whole text) in my next games. Although I'm competent only on coding. Art, music and gamedesign is not my niche, so I will have to work on that.
It's really bad that I'm not that kind of a person who would polish absolutely everything before releasing something. The urge to show everyone what I've done so far is stronger, but I will work on that too. Hoping that with each game I'll learn something new and one by one games will become better.
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2+2=3
Yea, ideally I want to make Crocoboy the funniest silly fella in my games
Don't know if you are looking for feedback, but my creative nature can't go without giving some anyway.
Since the game is dialogue based, doing the dialogue stuff right is important.
When you press E while the text is still rolling out, it should just show all of the text right away, without skipping to the next page. Give players a chance to speed things up a bit, but not skip it entirely.
Making the text appear a bit faster wouldn't be a bad choice either.
Mini-game in-between the text is quite tricky and tedious. I'd advice not to force progress behind hitting the fly, but give it like 10 seconds and a few tries, and if player can't do it, you just go on and continue with the text.
I sense some NITW inspirations here, and if I am correct, I can say that NITW probably wouldn't add such a mini-game. It could be something similar, but you wouldn't *have* to succeed to proceed. It's just gamedesign stuff. If you want players to read, let them read without being annoyed by precision mini-games. They can remain, but should be changed into something less punishing.
Some less repetitive music would be nice as well, but that's a non game related field.
The reason for not adding "click E to show whole text" was laziness. Same goes for music.
About proceeding without succeeding, will take that note - thanks.
I will work on improving such simple things as music and basic features (like pressing E to show whole text) in my next games. Although I'm competent only on coding. Art, music and gamedesign is not my niche, so I will have to work on that.
It's really bad that I'm not that kind of a person who would polish absolutely everything before releasing something. The urge to show everyone what I've done so far is stronger, but I will work on that too. Hoping that with each game I'll learn something new and one by one games will become better.
Hueta, mne nravitsa