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Post your feedback on the new Hero demo here: |
Submitted by dntoll
Fri, 08/21/2009 - 13:32
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Post your feedback on the new Hero demo here: |
Submitted by dntoll
Fri, 08/21/2009 - 13:32
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You can play all our pc games just by downloading and installing hUb!
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Bug (Class C): If you click on a storekeeper in Pale Village and as you start walking towards the shopkeep you then click somewhere else, the player character will walk to the second place but then immediately start walking to the storekeeper. This can be a bit confusing until you let the player character finish walking towards the storekeep, not a major bug though.
Other suggestions:
Items with usage requirements should list that requirement in text (Similar to how a potion lists how much it will heal by), if the requirement isn’t met, then that piece of text should be coloured red.
If you click the ‘Go to exit’ button whilst in the shop interface screen, that screen should close (The player character will start walking towards the exit, but shop screen stays open). Speaking of the go to exit feature, it seems a bit odd the way the player character will reach one of the region walls that allows exit to the map screen and then walk along it for a bit, maybe put a check after each move to see if the region edge has been reached yet?
I think for the shop keepers items, it might be better to show the items for sale in a list form with item picture on the left and item name to the right. Anything sold to the shopkeeper can just be popped onto the end of the list. At the moment, I have to mouse over each item to see the specifics of what it is, which is an ease of use issue. It does admittedly add the complication of needing to be able to sort items by type though.
I think it’d be nice if the inventory screen had a space at the bottom for items that are on the ground (Preferably the square underneath the player and the 8 neighbouring squares), for instance, if I’ve been killed and I’m going in to retrieve my equipment from a hostile location, I’d like to be able to walk up, pick up just the weapon and try and finish the monster off before picking everything else up.
Might be nice to have the ability to make camp in order to regain health without going all the way back to civilisation. The amount of time (And therefor the chance of an ambush by wolves or something) would be influenced by the first aid skill.
You should replace “Dungeon cleared” with “Area cleared” so the phrase is correct wherever it might be needed.
And for completeness (I’m sure this is already on the to-do list), sidescrolling should work even though the mouse cursor is also hovering over buttons.
Welcome Larington
Hey Larington and welcome to the Spell of Play community!
Thanks for the thoughtful insights and for trying out Hero. It will definitely help Daniel make the game better. I especially like your idea of making camp to heal up (and to regain mana when the magic is incorporated), as the game grows this would be a really nice feature.
Random encounters when in the wilderness would indeed break up some of the monotony of traveling across the map.
One of my biggest issues (as I've already told Daniel) is that I gain xp far to frequently and that placing those small points becomes more of a burden than something cool.
I suggest that you could try to half the frequency of xp gains but double the amount of points. Possibly it will be more interesting to place a bigger bunch of points less frequently...
another thing is that I have no real clue/goal with my upgrading. It would definitely be more interesting if it was clear to me that if I upgrade that skill/characteristic I could use that item/spell what not.
or it's just me
@Larington
Yay, finally some good quality feedback!
Welcome to Spell of Play @Larington!
I´m honored that you tested Hero and thanks for the valuable feedback.
I cannot argue with any of the things you mention, its just adding them to my priority list.
I like those ideas for the map hObbE!
I quick fixed the xp gain thing you mentioned and will try it tomorrow!
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