Tales Across Time

Tales Across Time

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TO DEVELOPERS if they still read this forum:
I liked the game, but i have some annoyances with a couple things that could be fixed.

#1. When your reading the chat boxes, sometimes I could not figure out who was chatting in it. The name is not present in all the chat boxes, and this confused me sometimes who was talking to who. Your not the first developer to do this as even SQUARE ENIX had done this too in some of their games. If you ever want to do some quality upgrading, i suggest fixing this issue.

#2. If possible, i think adding a colon after the name of the person talking would be also helpful. For example:

XXX : Hello. How are you doing?

Just a annoyance i found with the chat box as the names run into the chat themselves. With a colon, you could distinguish between the person's name and the chat itself. Anyways, this is my 2 cents. Loved the game, but if you could fix these couple blaring issues, it would be even better. Thanks for reading.
Originally posted by Critical Games:
Hey RPG Gamer Man! I'm the lone developer on this one, and I definitely still read the forum =)

Thank you very much for taking the time to share your feedback! The logic of #1 (which, as you point out, I learned from Square games) is that when you show a name, that person is the one who will be speaking until the next name appears. So names are sort of the breaks in the dialogue.

I actually did the same thing in my most recent game 8-Bit Adventures 2; but I think I got a lot better at defining character voices, and matching their text to the actions of the on-screen sprites, compared to Tales Across Time. So I apologise for the confusion.

I can also see your point with the colon; creating some stronger line of demarcation could be effective!

I'm sorry to say that I don't really have time to update this game with Quality of Life features anymore (it was released in 2016, whereas I've got current projects to take care of - I'm releasing a game on consoles soon, for example), but I do sincerely appreciate you taking the time to share your thoughts and will definitely keep your feedback in mind for future games.

Thanks for taking the time to get in touch! :D
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The author of this thread has indicated that this post answers the original topic.
Critical Games  [developer] Sep 1, 2024 @ 10:53pm 
Hey RPG Gamer Man! I'm the lone developer on this one, and I definitely still read the forum =)

Thank you very much for taking the time to share your feedback! The logic of #1 (which, as you point out, I learned from Square games) is that when you show a name, that person is the one who will be speaking until the next name appears. So names are sort of the breaks in the dialogue.

I actually did the same thing in my most recent game 8-Bit Adventures 2; but I think I got a lot better at defining character voices, and matching their text to the actions of the on-screen sprites, compared to Tales Across Time. So I apologise for the confusion.

I can also see your point with the colon; creating some stronger line of demarcation could be effective!

I'm sorry to say that I don't really have time to update this game with Quality of Life features anymore (it was released in 2016, whereas I've got current projects to take care of - I'm releasing a game on consoles soon, for example), but I do sincerely appreciate you taking the time to share your thoughts and will definitely keep your feedback in mind for future games.

Thanks for taking the time to get in touch! :D
RPG Gamer Man Sep 2, 2024 @ 11:51am 
Thanks for responding. I understand that you moved on, but thank you for at least considering it when you make future games. Thank you for this. I appreciate it you took the time to read my post. Not all game developers do this, and i am really honored you did.
Critical Games  [developer] Sep 2, 2024 @ 5:45pm 
You're more than welcome RPG Gamer Man! The way I see it, you took the time to write to me (and did so respectfully), so it's only right that I take the time to respond to you =) Thank you for the very kind words!
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