Feedback Friday #80 - September 20-23, 2019

Feedback Friday is now open!

Want design feedback for your new game? Then you’ve found the right thread! Feedback Friday runs from Friday to Monday every week.

What To Show

  • Minimally Viable Product (MVP) - Core game play > everything else
  • How To Scope Small (Unity tutorial)
  • Post a link to a playable game, preferably WebGL. If you don’t have a playable game, post something substantial, not just text.

How To Ask For Feedback

  • Be concise.
  • Specify what you want feedback on and what you don’t.
  • Resist the urge to write an immediate defense to feedback. Take the time to understand their points. Remember that your friends here are taking time out of their busy schedules to help you for free.

How To Give Feedback

  • Be positive. Every game has some redeeming quality.
  • Focus on the design, not the designer.
  • Be specific and constructive. Don’t like something? Explain why.

Let the feedback begin!

4 Likes

Oops, forgot to change to 80!

Wow, the 80th Feedback Friday???

@TonyLi
Hello! yes Teila I’m back again! I wasn’t able to make all the changes I would have liked too, but ETS is certainly a lot better then it was!
There is still a lot of place holder art from Unity’s 2D game kit, and so if Blue turns into Ellen when he dies don’t worry lol that’s just a place holder animation.
I’ve been using the Unity 2D game kit as a base for ETS with heavy modifications. However I have run into some severe limitations that I just can’t ignore any longer. The support for the game kit is non existent, and is incredibly awkward to modify. Both I and my programmer have asked questions on the 2D game kit’s support thread, and have got nothing but silence. So I will be switching 2D kits. I like to think of these builds as a proof of concept or prototype build.
I’m looking for more feed back to help me as I transition 2D kits to make ETS even better then it already is!

The feed back I’m mostly looking for is controller feeling, and over all consistency. How does the game feel on the game pad? Sluggish? Clunky? Are the controls for the game pad comfortable? I added some new tiles do they look out of place? And finally, I added a way for a player to see what is intractable, was it easy to tell?

Here is the link to the .rar
https://drive.google.com/file/d/1YGKcGyN1bOzrz-kMJFoH5zbpGqpvMRvg/view?usp=sharing

What’s in the Zip?
ETS_controller_version
ETS_keyboard_version

2 Likes

Thanks for posting, Aynsley!

What kind of limitations are you having with the kit?

1 Like

Everything in Unity’s 2D game kit is very tightly tied together, so if you change one thing you break everything else. Very little is commented, and the back door scripts that handle scene transitions and loading were not commented AT ALL.

1 Like

@Rika7567 - Yay for gamepad support! The gamepad support is nicely responsive, especially jumping. For shooting, my personal preference would be the right trigger instead of the ‘B’ button.

The parallax scrolling of the buildings beyond the windows is really nice, too. As are the ‘?’ prompts to let the player know that something is interactive.

I couldn’t get past this:

4985693--486371--upload_2019-9-20_18-40-3.png

Was I supposed to be able to?

I didn’t notice any new tiles, which means they must fit in with the original tiles. As before, the art has a nice visual consistency.

1 Like

Yeah, this has been a very difficult week for our family so she did not have as much time as she wished to work on it. But she wanted to share the controls.

@TonyLi I guess my switches weren’t clear enough, lol I’ll have to change that. If you look at the picture you attached there is a small object sticking up from the floor, if you shoot it, will release the door, you can crouch beside it and fire using down on the D-pad and the fire button.
I’m so glad that the controls feel responsive and the art looks consistent!
Thank you so much for the feed back!

@Rika7567

I gave a 15 minute play.

Took me to the point of frustration to learn to shoot the gem things to open doors.That’s simply matter of telling player right at beginning by forcing them to open a door by shooting gem before moving beyond first area.

I’d also be careful about putting door unlocks too far away from the door they unlock. Without lots of unique art and level design, it is very easy to feel hopelessly lost.

I found the level design to be very confusing. Too hard to keep track of where you’ve been. I understand it’s way early and everything is made from the same art.

I didn’t use gamepad. Used keyboard. I found the controls and animations to be mostly fine, however I think it would be best if all platforms conform to player jump height pretty closely. Jumping and hitting your head on ceilings when you just trying to get from one area to the next is kinda annoying.

Doing jump shots to get enemies on a platform is a bit of fun, but does border on frustration sometimes because of slow rate of fire.

Overall it does feel pretty good but has slight annoyances in controller. Level design definitely needs lots of iteration IMO. Right now it just feels like maze to me, but not in fun way. Again, I know it’s simply because of how early things are I just mention for the sake of feedback.

Overall I like the theme and the especially the xerox machine enemies. Feels like good fun.

1 Like

Doh, I forgot the player can duck. :stuck_out_tongue: That’s much better. I enjoyed running around the rest of the environment.

This is a super minor thing: it would be nice to be able to use the main menu with the gamepad. I had to use the mouse to click the Start button.

2 Likes

Yes ETS is in its very early stages and that’s why feed back like this is so valuable to me!
Yes some areas in my level aren’t scaled correctly to the player, and I can understand how that would be frustrating.
I will be adding dialog in to explain to the player that switches are attached to door.
Its a good point but I have to disagree. Putting switches far away from doors, can some time present a challenge to the player especially if they can see something very cool on the other side of the door.
How satisfying would it be if you see a special power up behind a door, or a grid of lasers, and the switch was presented right in front of you? would it be more satisfying if you had to look for the switch to unlock that special door?
I plan on adding a map later to help guide players.
The rate of fire I feel is okay but thank you so much for the input! I’ll take that into consideration as I go on testing!
I do want to keep the maze like feel, but I also want it to still be fun, and all of your feed back is really very helpful! Thank you so much for giving ETS a try!

Yes lol I know that’s annoying lol it’s annoying for me as well I’m the process of adding it, but wasn’t able to get it completed for feedback Friday.

@Rika7567

i get what you were going for and II didn’t mean to impress a hard rule or anything. It’s a matter of a degrees and also, due to the fact that all areas looke same right now, if you leave one it’s very difficult to find your way back right now. Obviously if areas look more distinct it would be possible to even get lost a bit but still be able to work your way back to where the door was. Right now though, you can leave to find key, come back, and not even know if oyu are in same place or not.

So the thing to keep in mind is, “how long is it taking people usually to get past door? Is it a fun challenge or frustration? Is there any benefits they can gain from getting a bit lost to offset any frustration?” That sort of thing.

@BIGTIMEMASTER

Only a small fraction of the game is done. I imagine it will not all look alike eventually. Usually people want Feedback on an small build and/or unfinished game.

I suggest trying it again in a few months. :slight_smile:

1 Like