VintageBass Wrote:You know, maybe as a bit of friendly advice, but why not get some other posts in and increase it to where it'll be easier to edit things without having a mod approve it every single time. Also it'll help bring a little more attention to this.
I'll see what I can do to help out for this~
AcetheSuperVillain Wrote:Hello.
I like the art direction you have so far, but I have some complaints about the gameplay.
I have to use my left hand, so if it's WASD, I can't jerk to this game. It would be preferable to have an option to control the character with the right hand.
It is odd to have 3 different buttons to talk, use doors and end conversations. I'm used to years and years of playing Pokemon and Final Fantasy where one button does everything.
The text is really annoying. It's better to keep banter brief, and if you need exposition, it's better to have sex scenes first. Narrative hook, if you like.
While you are in the early stages, it would be good to put a little list on the game explanation to say how many sex scenes we should expect. When I start playing and just see a lot of text, I don't know if there's going to be any naked people at all, or how long I should try to find it. It's easy to just get discouraged and move on to someone else's game.
Hope to see more.
mgunter Wrote:Talking to someone locks-up the game.
CheeseHeadZombie Wrote:
As far as the text goes, we need to work on finding some middle ground for people who want to just jump straight in and fuck everything they see, and for the people who want more complex games with story and different characters similar to Akabur's trainer games. Maybe we sprinkle a few npcs that you can find all around the game who are open different sex options so that you can jack off straight away. We'll work on it because like you said,we don't want people to get discouraged and just move on to a different game.
CheeseHeadZombie Wrote:mgunter Wrote:Talking to someone locks-up the game.
Well that's the first time I've had that reported. Can you tell me about what browser your using or a quick rundown of what you are pressing before it locks up
mgunter Wrote:CheeseHeadZombie Wrote:mgunter Wrote:Talking to someone locks-up the game.
Well that's the first time I've had that reported. Can you tell me about what browser your using or a quick rundown of what you are pressing before it locks up
IE; I talk to them, have a scene play out, then I can't move after that.
AcetheSuperVillain Wrote:CheeseHeadZombie Wrote:
As far as the text goes, we need to work on finding some middle ground for people who want to just jump straight in and fuck everything they see, and for the people who want more complex games with story and different characters similar to Akabur's trainer games. Maybe we sprinkle a few npcs that you can find all around the game who are open different sex options so that you can jack off straight away. We'll work on it because like you said,we don't want people to get discouraged and just move on to a different game.
I don't mind that there's text, but it's not being done well. It's not good to write like you speak, even if you're writing dialog. Keep things quick and to the point. If you want to study examples, Final Fantasy 6-9 are pretty good at it. FF5 tends takes brevity a little too far for RPG, but it might be a good amount for a Flash game. Also, avoid doing a long [link=http://tvtropes.org/pmwiki/pmwiki.php/Main/Infodump]exposition dump[/link] all at once. Break things up and spread them out. It's good to have mystery in the game, so you can leave things unanswered for awhile. Again, another classic Final Fantasy trick is to make a lot of copy-paste NPCs to talk to who will slowly give you world-building information. If the player's in the mood, they can wander slowly and explore, if not, they can jump straight into the adventure.
If you really need an exposition dump, try to make your exposition dump cool, use a nifty graphic to help explain or introduce a cool new character or new area or new gameplay mechanic so that the player is intrigued and wants to gain information. My favorite video game exposition is Legend of Dragoon's crazy cutscenes: https://www.youtube.com/watch?v=iZ7-tApFG0o Obviously, that's way over the top, but that's the sort of mood you should aim for when you're explaining something. Another game with poignant cutscenes is Sonic Adventure 2. https://youtu.be/BjnWv1zQnP0?t=40s Notice all of the information that we're given in the first scene. It's clear that Sonic has been captured by the military, even though they never say so, and we clearly establish Sonic's personality and abilities with just a few lines of dialog and facial expressions. The second cutscene, the confrontation with Shadow, grips our attention because it generates a lot of questions. Why is there a second hedge? Is he a bad guy? What's the strange power he uses? Sonic's suddenly dumbfounded expression drives the mysteriousness home. We're now interested in these questions, so if an exposition dump occurs later to answer them, we're more likely to stop and listen.
That sounds grumpier than I really feel. I think a lot of amateur writers make the same mistakes, so this rant isn't just about this game.
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