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I agree with much of what you are saying here. This game needs a poop ton of balancing and UI improvements to really make it a complete game. In my mind, it is quite fun, but incomplete and very poorly balanced. Food being the top unbalanced mechanic as far as I have played so far.
I disagree with your statements on the launcher and title screen and unless you can actually provide some artistic reasons to why you think the Title graphic is so horrible...then me being the artist with 30yrs under my belt, I can lay down all the theory, technical and artistic terms I want and easily prove you wrong but I won't.
Please try and keep your posts less volitile if you wish to be properly recieved. For writing such a huge post, obviously you care enough about the title to think this all out so I thank you for that.
As it stands they usually get in one or two cheap shots before I can orient myself and commence melee pummelling.
Slipsilk, I could see how you would feel offended/defensive based on the feedback. The these is a positive one though.
This is a great game with massive more amounts of potential. Please dont give up on it! Thank you for all the hardwork!
Easier said than done though, the amount of content and man hours to even incorporate a fraction of the gameplay features I listed is immeasurable. This little compressed carbon could become a finely cut diamond jewellery with large sales and critical acclaim. But it's already in released state, so I am unsure of how far this title could go right now.
This is what I am concerned about, too. I know the game has been out only for a few days (on Steam), but the developers constantly tell us they are working on enhancements, game balancing, and bug fixing. However, they say absolutely nothing about when we can expect to see something. Even a patch to fix bugs, or a couple of the most requested features. I hope they give us a timeframe for release sometime soon.
I have recently purchased quite a few indie games, and some of the developers are putting out updates twice a week and more! I hope these guys stick to this game, and actually do give us updates rather soon.
I'll admit I get excited about ideas and features and things we'd like to add however it's very time consuming so as sales continue we will hopefully be able to get more help to complete things faster. For now I can only thank you for your patience and understanding. But know that we are here and are working towards updates.
I would suggest, much like the title says, turn this isnt the community voice. I think the dev's have heard, now lets (we the community) use this to create a master list. As I'm sure everyone is awar, there are Great ideas, Good ideas and some questionable ideas floating around the forum. Why not compile them?
Lets help cut down on the 10k threads the 2 devs need to go through into one very readble post! (Just a suggestion)
I believe the important differnece is that the aesthetic design and quality of detail of the graphic elements themselves are completely fine, the execution and design of the menu layouts is something you see with a first semester student in computer science or multimedia productions.
There is no need for there to be an { X } to close the game. This is confusing closing a "windows" window with exiting the game. This might seem like arguing semantics, but under design, you are confusing two fundamental ideas and trying to interchange their meaning. As for a reasonable example, 99.99999% of games use an [ Exit Game ] button, rather than a [ X ] .
This moves onto the use of [ =====> ] arrow buttons. There is no clear understanding of what these do, other than to flip through pages of a "book". In the context of menu design, this only makes sense if there is "more" of a relevant information that is spread out over multiple pages, like graphical options, text, pictures, etc. Using it as an "artsy" form of progressing between menus is fine, if the context and theme of them fit together. The menu itself does not present itself as an aesthetic theme, like a book, so trying to impliment menu dirrection with random "neat" buttons is just being random in the context of what is apparent on the menu. Having sword buttons on a super mario menu ...while the most awesomely drawn swords imaginable..does not fit in the context of super mario bros.
The arrows also have no wording on them, including all of the other menu interaction buttons / sliders, so it leaves the user to just guess what they do, and only through trial and error is the intended purpose clear.
First semester computer science students make calculators in visual studio with the same layout design as what the game launcher and main menu provide, they just happen to not include detailed background graphics or buttons (unless a student incorproates them into it ). It may be functional for the game, but it does not show much "intermediate / advanced" design or layout with how its implimented.
I find it very hard to believe that the menus were designed by someone with many years of experience in the field. The artistic quality of the background menus and buttons themselves, show some form of training and experience, and thought put into them, but the underlying construction of the menus themselves could have been done with Microsoft Paint and Visual Studio, or done entirely in Flash, in an hour with someone familiar with the programs, minus the quality of art used.
One could replace the artwork with anything downloaded form the internet..and it would serve the same purpose and be just as awkwardly used.
I just dont see how someone with 30 years of artistic background could believe those menus to be visually pleasing, cohering, and mechanically sound.
ummm the game is released. but I'm sure the Dev's would not mind you sending the xtra money you would pay for the game. So when you do please let me know how much extra you sent them :)
So to sum up that long post. What you're saying is that the layout isn't very well done and it is hard to understand why someone would use an "x" when they could use a button labeled exit. Is this because it was hard to figure out? Also figuring out how to start the game was confusing as well.
The entire layout is to me very self explanatory. So much so, that you don't have to worry about translating some of those things. Why over complicate it? Personally I like the layout and don't feel that it needs changing.
I streamed this fantastically fun game yesterday for nearly 6 hours, a few people had mentioned they were going to buy the game after watching me play it and answering questions (and discovering new things myself). It helped that I was genuinely enjoying it more and more the further I got into the game.
Sure the game needs a bit of love but they have a solid, fun core with a lot of content! Definitely going to produce/stream more footage.
The thought of expanding this game is exciting, I wish you guys all the luck!