Playtesters HATED This...I’m KEEPING it Anyway

Поделиться
HTML-код
  • Опубликовано: 18 сен 2024
  • RUclips's being a butt, so you'll have to copy and paste the links in the address bar :)
    Play in Browser:
    bit.ly/DivorceWeb
    Play on Desktop:
    bit.ly/Divorce...
    Password:
    +_v1B3z_0n7y
    If you're up to it, you can send screenshots and videos to my email:
    CaidynDev@gmail.com
    Y'all playtested, so here is the aftermath.
    00:16 - My Game's a Turd
    00:36 - Fixing Attacks
    01:09 - The Main Issue
    01:48 - Deep Dive
    03:11 - Solution?
    04:20 - The Most Novel Idea in Gaming
    05:29 - AOE's?
    06:13 - Wrap-Up
    Music
    Doom II - Running from Evil
    Mother I - Bein' Friends
    Pokemon Platinum - Eterna City
    Super Mario Bros 3 - Spade Bonus
    Castlevania III Dracula's Curse - Mad Forest
    Castlevania - Heart of Fire -Extended
    Blaster Master - Area 1
    Mario Luigi Superstar Saga - File Select

Комментарии • 19

  • @SethAbercromby
    @SethAbercromby 2 дня назад +22

    To be honest, the mechanic feels very overcooked at the moment. What you missed about your undertale comparison is that it keeps its rules extremely simple and straightforward. Enemies have a bunch of gimmicks for the bullet hell sections, but by using the clear rules of a turn-based system the game gives you clear indicators which enemy is about to attack and what pattern they're about to use.
    The markers might be the worst option to go with in terms of game design, since you're basically no longer actually interacting with the enemy, instead just forced to watch whether or not a symbol happens to appear on your position. It's better than fakeouts or other random behavior that's obfuscated to the point of being virtually unrecognizable to a normal player, but you're just trading one bad design choice with another.
    What are the intended design goals for the combat system, and what is combat meant to communicate to the player?

    • @StuHol-jb1hh
      @StuHol-jb1hh 2 дня назад +2

      This, honestly one of the other things I noticed is that all these minigames are pretty demanding right out the door. I'm seeing the attack minigame, and for your most barebones attack that you start with, the zone getting that small is already pretty bad, but the fact that its either hit or fail, no secondary zone around the goal zones where you get a partialcredit for the attack(or in truth you expect players to on average hit this secondary zone, and thus balance the damage around this as the standard expected output). Also the miss forgiveness system is honestly just a bandaid on an underdeveloped system, and it's clear that while this guy has taken inspiration from undertales combat, he hasn't actually studied or analyzed any of the actual things going on under the hood, or explored different ways to actually build upon the concepts and systems.

    • @Cloud-HeadedDev
      @Cloud-HeadedDev  День назад

      Okay, so I just updated the game with a revamped dodging minigame. If you get the chance, let me know if this addressed things or if I'm off the mark still.
      I wasn't able to address every issue, like the warning for a fakeout, yet.

    • @SethAbercromby
      @SethAbercromby День назад +1

      @@Cloud-HeadedDev I'm not sure what happened, but the links to your project are kinda busted. You didn't link to it in the description here and in the annoucement video the links are just plain text that are cut halfway down the line.

    • @Cloud-HeadedDev
      @Cloud-HeadedDev  23 часа назад

      @@SethAbercromby RUclips's not letting me put links in the description or pin comments. It's kinda doodoo.
      cloud-headeddev.itch.io/divorce-the-princess-exe
      cloud-headeddev.itch.io/divorce-the-princess-web
      +_v1B3z_0n7y

  • @meliodas8409
    @meliodas8409 2 дня назад +14

    Yes, sir. If the game needs testing I'm gonna test. You can call me Johnny Test 🔊🦅

  • @nernguan995
    @nernguan995 2 дня назад +3

    I love the dragon quest graphic placeholders lol

  • @sugoiuseismoeabuse4058
    @sugoiuseismoeabuse4058 2 дня назад +1

    Got this recommended to me. This does seem fun so I might give it a try. We look forward to more.

  • @fractalamb
    @fractalamb 2 дня назад +2

    is that white box with a butt?

  • @chartroniumdude5870
    @chartroniumdude5870 2 дня назад +2

    I had a try of it, i think the dodging minigame is still kind of unpleasant. the swap/stay nature of it is a little confusing. i think it would be much less overwhelming if you pressed left or right to go to the left or right, maybe pressing in the direction you are already at could take the place of waiting (i do think this would make the gameplay a lot like the champions(?) in one finger death punch, but that's not necessarily a bad thing, and you can always add originality in other ways if that's a bother).
    I do also think the flashing of the warnings is a little distracting, perhaps putting a soft red glow in the area that's dangerous would be easier on the eyes. as for communicating when the character is going to attack, i think moving the character sprite in a windup-like motion (moving slowly back) before moving forward to attack would work well to communicate the timing involved while also giving the game a bit of liveliness
    those are just my opinions anyway, i will be watching this game's developement to see how it goes from now on.

    • @Cloud-HeadedDev
      @Cloud-HeadedDev  2 дня назад +1

      This might be the key

    • @Cloud-HeadedDev
      @Cloud-HeadedDev  День назад

      All right, I just updated it. Let me know if this is better, if it's not too much to ask.

    • @chartroniumdude5870
      @chartroniumdude5870 13 часов назад

      @@Cloud-HeadedDev i really like this change! i hereby declare the dodging minigame is now fun.

  • @hotworlds
    @hotworlds 21 час назад +1

    hell yeah stick to your guns
    Also dunno if you're planning it but I wonder if people would get it more easily if the enemies had some animation frames for attacking to give you intuitive tells. Grab the spritesheets from DQ3 ;)

  • @akirabaes4644
    @akirabaes4644 День назад

    The enemy could move up to wind up and move down to attack if you want to hide the timer and indicators. (not even animation, just teleport up then down to keep with the aesthetic, and the player remembers the timing as long as it's consistent)
    Edit: I don't see any link in the comments

  • @ShinoSarna
    @ShinoSarna 2 дня назад +2

    What you actually need is a SPECTRUM of results. Having only options be binary success or failure is boring.
    Add more options: minor success, full success, critical success, critical failure.

    • @ShinoSarna
      @ShinoSarna 2 дня назад

      Consider people playing DnD - how hyped everyone is when someone gets a natural 20.

  • @SMGJohn
    @SMGJohn 2 дня назад

    K