>>19515
I tried it out and don't have time to come any further, but I really like it. It reminds me of many flash games. It feels fleshed out, but sometimes it also feels a bit slow.
>1. Stop button. Nothing is worse noticing a small mistake after you press start and you have to wait for it to fail.
You can click again on the play button and it stops execution (or hit the escape key).
I agree it's not clear, so I added a tool tip on the button in the last patch.
>2. Shorter reset time. Even if very short, the time between the cube fucking up and the level resetting is annoying.
I tried to put enough time for the player to notice the cube is dying, but maybe it should be shorter. I will pay attention to it.
>3. It can be hard (for me at least) to relate to what exactly a move does to the cube. When going around a vertical corner as an example.
I would need more informations about this one. By "vertical corner", are you talking about a level like "9 - Cliff" (pic related)?
>4. I do not know if it was just me, but I had no sound, it feels awkward without.
For now, there is no sound at all in the game. I agree it can look like a bug, if the next version doesn't have sound too I should put a disclaimer.
With the Puzzle Mode, the game looks far more advanced than the messy other modes, so people are expecting something almost finished (sound, shaders, etc). I will pay more attention to that.
>5. Introduction to mechanics are too slow. I feel like you have to play for a while before you even get to the 'if against wall' statement.
That's a common feedback from programmers and / or people who played Lightbot. The problem is that people who doesn't know anything need those levels.
For now I intend to:
- make some low levels shorter (some of them became too big)
- begin the game by a "future flashback" (like in many RPGs, you start by a short advanced sequence which shows you what you will be able to do)
The game is made of 5 big sequences of 10 levels (pic related). Maybe I should do like Lightbot, and label some of these 10 levels sequences as "tutorial", so people who already know about that will know they can skip them.
But the new problems will be:
- some of the gameplay mechanics will not be learn
- game completion will need to go back to first levels
>6. In conjunction with 5., there are too many levels that feels like the only reason theyøre there is to make sure that you understand a mechanic and gives you a level about it once more. I don't know if it is just me or not, but that feels a bit annoying.
I tried to avoid making a classical "tuto - normal use - mastering", and to put a new things each level. Sometimes, they look close, such as learning that your cube doesn't fall on edges (level 7) and that your cube doesn't fall on corners (level 8) (see Pic related for list of all levels).
But I'm willing to delete superfluous levels.
From your point of view, which levels have this problem?
>7. I was kinda hoping to see multiple DNAs. (There might be, but if there is, they come too late in my opinion.) Like for example in light-bot, a flash game you can find on Kongregate.
I cut off lot of possibilities. There could be several Divine Cubes at the same time, sub DNAs (like functions from Lightbot), terrain destruction, color detections, etc.
This was supposed to be just a tutorial for other game modes, but people seem to really like it and expect more from it.
Maybe I should make a full game out of it, and keep the rest of the game for later.
>8. More animations, maybe make the movement animation slightly faster. Maybe highlight all the edges that you connect to, something.
There will be a speedx2 button (or something like that) to speed up everything.
Highlighting connected edges when the cube is connected only by one of its edge seems to be interesting.
>This could turn out to be a pretty good game.
I suppose you thought it was just a puzzle game, right?
Here is the complete design: https://www.youtube.com/watch?v=JnVgRx_HeNA
But it suffers from the same problems than Spore: in a game where you can do everything, the player cannot do everything. So either I transform the game in a succession of mini games (like Spore), either I cut the games into several parts for different kind of players (what I'm doing currently).
Maybe it shouldn't be just different parts, but different games.
What you people do think about that?