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Thanks a lot for spending so much time in the game and now for all the feedback!
You really put a lot of effort into this. You're right, it's always beneficial to talk about it, even if it's only for the next project.
I don't know if that's only me, but I think I'm not going to make a similar game anytime near in the future. I always wanted to have a narrative game done and now that I have - I think I'll move on to some other things, but we'll see what the future brings :).
I wish I had a few testers during the dev time, because there are many things the community brought up that makes the experience even better, but as you probably know - working and testing alone makes you blind about certain aspects of your game.
Can't make any promises about future changes in the updates, but I'm listening, gathering and picking the things that are doable in a reasonable time.
Now, about the list:
- Maze - that's actually a good idea and it would make it easier for some people for sure, but I think would have to think about a way to close it without any seams with some geometry that matches a certain corner or something. I don't like invisible walls in games and I'm trying to avoid them as much as possible.
- Spoilers - you're right, I was hesitating, but I deleted the topic. Is there a button for editing the title, though? I couldn't find it, so I just deleted it.
- Moving objects - that's a really cool feature, I wish I had thought about it before. Now it's a bit late to make this change, there's many things involved that could break the game for players.
- Clipboard - heh, I thought it wouldn't be readable anymore! Good point, but at least it's the last bit, so it's not that important anyway. And the laptop is also useful for the safe combination.
- Inventory - this is something other people also talked about (stacking the same type of objects into one) and I may try implementing that later on, if time permits.
- Rotating room - that's a good thing I think - I didn't have any particular way or order in mind. I'm always trying to make a few ways for people to find their own.
- Story/Voices - this is something I was aiming to achieve - a bit fractured memory of the things that happened. Maybe it was a bit too fractured. I also wanted to have it a bit bitter-sweet, that's why it's not too serious most of the time. I wanted to achieve a mood like in the "The Last Man on Earth" Tv series, where the character knows he's in a serious and cr@ppy situation, but he's not very serious about it :).
I really didn't want it to be too dramatic.
You brought some good points in there and if I had a few testers before, I certainly would've made it even better. This is where having a team really helps for sure :) (also - helping with the workload is a plus too, heh!).
Totally understandable, I feel the same after I've worked on something for a while. Whatever you make next I'm sure it'll be amazing as well.
I was thinking just another door that closes behind you. Though I'm not sure if that would ruin the "immersion" of the maze by having a clear goal. But maybe something like that is also worthwhile for those having a tough time figuring out where to go. Just a thought.
I'm not sure, I haven't played around with many of the mod tools on Steam. But yeah sadly deleting is the only thing you can do in that case. Maybe in the future you can split your thread categories - have one category for story discussion and warn of spoilers. That way the default "general topics" pops up first and then users have to go in deeper to actually find spoiler topics. The main thing you want to do is avoid people clicking a single link to discussions and seeing spoilers. On that note, I'd also recommend a separate thread category for bug fixing so that you can keep things organized and mark the bugs as fixed so people can see at a glance what you've done to keep the game updated.
Right, that was my worry. Something to think about for next time, then! Perhaps that other "return to original position" button may be easier to code, but even then it's just a small nitpick and not really necessary.
Yeah, and I don't necessarily mean stacking objects since that's a lot of work. Really I mean there's only one use for the corn item, so why are there so many corns in the world? Or the booze thing, I didn't understand why there were several bottles of it available. Again, really not a huge deal, but when you have a tiny puzzle-based inventory it can get cluttered. Same goes for the first-aid candies, but there's not much else you can do about that. 2 vertical rows of inventory instead of just the one would really solve all of these problems. But I'm not sure if you have the screen space for that.
Got it, that makes sense then. It's really more a personal preference so I appreciate that you kept it consistent and followed your vision on this. Sometimes I find that when I listen to other people with differing opinions too much the work becomes... not my own, and that leads to inconsistencies which actually make the game feel worse. So I find the best thing to do is just to listen to what people have to say but not feel like I have to appeal to them alone. Really all that matters is how you feel about it, and the kind of experience you want to give to your players. I did enjoy the light tone during the humorous moments, I guess it's really just the ending reveal which made me feel like things should've been darker. Again, personal taste there.
Yeah, for sure. Still, I'm impressed that you made this without much testing and I can't imagine all the hard hours of labor put into all those art assets.
In a month or two I might start doing test runs for parts of my game, and if you have the time, I'd really love to have your feedback on it! Your dedication to art is apparent here and that's something I struggle with a lot. My visual style is definitely a bit different from yours but I'm always willing to learn and improve the best I can. Let me know if you'd be down for something like that, and I can send my progress to you when the game is in a better state :)
Wishing you best of luck in your future projects, and for the success of Oneiros!
I really know what you mean - I've previously worked in a bigger team and felt that way all the time. We all had slightly different visions for the same things and partly that's why it's so hard to create a great, consistent game. Many factors have to come into line and that's so difficult when there's different people involved.
About the tests - sure, no problem :)! Just drop me a message on twitter whenever you're ready :). Thanks again for checking out the game!