Blunglin wrote:Hey this part of game dev is easy, complaining about the hard work of others!
The tutorial was hilarious! However, I wanted the ability to kill myself by attacking a monster after being warned, and start over... because it would have been even more hilarious.
I convinced Nandrew to put that in just before release after watching Jenova Chen gleefully die to the Meat Man over and over at E3. That sort of thing bruises the ego... Maybe we should make it a check-box so that you can go "I know what I'm doing" and then die like a boss.
Blunglin wrote:I sorely miss being able to move with the arrow keys, as I have repetitive stress injury and a hard luck story. Also, I'd like to be able to hit ENTER as an alternative to SPACE to confirm, as I dislike learning new things.
Enter is good. Arrow keys are trickier. We will probably put them in, but they're a serious headache for information display.
Blunglin wrote:SPACE does not trigger the “Exit” button in a post-dungeon score screen as expected. Since the Exit button has the same appearance as the previous buttons that accepted SPACE to confirm, I expect the Exit button to accept SPACE to confirm, even if I skip through my beloved score screen.
We felt that people might exit accidentally if space worked the same on exit panels, the alpha had huge problems with accidental quits (basically an accidental quit is way worse than a forced click). Eventually the button will be different to denote this. Probably another thing we could make a checkbox.
Blunglin wrote:It would be great if I could alt-tab out of full screen, then alt-tab back to it, instead of having the game revert to windowed.
Didn't know this happened, will see if we can make sure the state returns properly.
Blunglin wrote:The loading screen and menu buttons could use some love from an artist. Or, a big sticker that reads “FINAL ART”
Surely you mean "NOT
Blunglin wrote:It would be nice if the village screen was accompanied by some ambient sounds: birds, water flowing, hammers hitting anvils, drunken yelling, etc.
Will be happening later.
Blunglin wrote:I felt something sink in my stomach when I read my first QUEST COMPLETE. Am I in for another WoW or Puzzle Quest or whatever RPG grindfest? I don’t mind, as long as you don’t tell me with QUEST COMPLETE.
Purposely avoiding grindfest quests. What's so toxic about the words "quest complete"? You did just complete a quest after all...
Blunglin wrote:I converted a glyph when I had enough to go to the next conversion level, but I have no idea what I gained from this. It would be nice to see something light up or animate to clue me in.
Again, animations will happen here later.
Blunglin wrote:When I beat the level 5 goat in tutorial 4, the screen flashed white. This seemed like a very interesting visual idea, but was unfinished, and needed some effects to sell it.
There's a sound effect coming for boss kills. Did you not get particles as well, or is that not what you meant by effect?
Blunglin wrote:The blood pools and footprints on the ground in the dungeon look like they could use some additional love from an artist, maybe some additional shading?
Footprints have been changed. Blood pools and shading don't go together as they're actually constructed at random from lots of smaller blood decals.
Blunglin wrote:It would be nice if the black squares animated as they disappeared, or otherwise had some additional artist love. Since this is a central mechanic that really makes this game, I would love to see it be more appealing visually.
Yes, it would be
Again, coming later.