lok987 Wrote:- Maybe tone down some of the talking. I like, that you try to write a (long?) story around the characters and the game, but I really think the conversations are too long. I suggest cutting them down by about 33 %.
I suggest to you, Kita, that you disregard this suggestion from Lok987 as though it never happened, and strike it from your memory. Pay it no heed. Give it no consideration.
If you start to worry that the conversation might be too long -
Write another line. As long as it is the usual high quality, the game will only be better for it.
A tactless way of putting it, but sometimes the direct route is the best.
lok987 Wrote:- Place a door, stairs or visible passage, where there ought to be one. There are several rooms, where there is no indication, if you can go "through the wall" or not.
...Well, actually, that's ... pretty legit as an observation. I just kinda assume that you can go through all 3-square-long walls, but ... well ... some clearer indication would probably be pretty cool, yeah. Just please try to remember to put it in on every instance of an entrance/exit if you DO decide to put in such an indication, because that one single entrance/exit you forget to mark is going to be the devil for players to notice as an entrance/exit.
...'Course, if it's a visible door per se, then ... the block that one could go through might be only one square wide instead of 3, since it would be the door and not the wall.
lok987 Wrote:- Check the scrolling mechanism of the loading menu. Scrolling through the save slots is to fast or something. Everytime I scroll over serveral slots up and down, I'm not landing on the right slot, but somewhere different.
There is actually a way for the player to deal with that, Lok: Just make sure that the slot you want to hit is actually visibly highlighted. You can always tell if you're on a particular slot or not, you might just have to scroll all the way up and loop around, or scroll all the way down and loop around, or do some variant of that, to see where the visible highlighter actually is.
That said though... it WOULD be kinda cool if the save menu could be tweaked so that little extra workaround wasn't necessary, I will admit.
Nothin' that would make the saves previously acquired into saves you couldn't carry over to a new build of the game though, plox, if possible.
Not that I would have anything against training up a new batch of 8 characters once in a while - indeed, I would probably do that anyway, just as a way to pass the time, at some point - but as the game gets longer, that's going to become more and more daunting of a proposition.
XD