upside said:Something about the keyboard controls feels a touch unresponsive to me. I'm not sure, but I think it might be that the move only happens on key release instead of on key press?
upside said:It would be nice to have a level number displayed somewhere. Perhaps you could have something like X of Y for each set of levels. I think it might help with a sense of progression, and it would let players know if they are near the end of a set. I feel like I might persevere on a level that I'm stuck on if it's the last one in the set and I know there's a good break point after it.
upside said:And finally the keys and locks somehow don't seem like they fit in with the rest of the aesthetic.
Miltage said:Hey guys, we're currently looking at adding waves and other small doodads to the ocean in an attempt to make it a little less monochromatic and more visually interesting. We've had some back-and-forth and discussion internally, but now we think it might be interesting to get some public opinion.In this first mock up, items A - D experiment with conveying waves in an abstract way, unobtrusive way while trying to keep to our overall aesthetic. E & F are concepts of deeper water and doodads or visually interesting elements that could appear randomly in a level. Note that for the purpose of the mockup these levels are exceptionally busy and only 1 or 2 items would appear per level.In this subsequent mockup, we took the ideas we felt worked the most and refined them a little. We also chose one or two of our favourite doodads and polished them a little to give a better idea of how they might appear in the game.Which do you think is the best way to convey waves without being too "visually busy"? Do you think the square deeper regions fit better with the game's grid-like world, or do the rounder ones provide a nice visual respite? Which doodads are the most appealing to you, or do you have ideas for things you'd like to see?We're looking for some feedback to aid us in moving forward.
francoisvn said:@Elyaradine: thanks, I'll pass the feedback on to our sound designer (she's not on here).
EvanGreenwood said:Are the colours more muted to avoid conflicting with the destination icon?
mgeorgedeveloper said:While I like the look of the new "gas station" ones more, I also think that maybe a little bit too much worry has gone into the red ones you had in the first place. For example, both Doom 2016 and Left-4-Dead use classic red cans as you had them. When I look at those, I instantly think... ah, fuel. I'm sure a lot of games use that classic "gas canister" look, and it's OK.