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My Time at Portia enters Early Access on Jan 23rd 2018!

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Messages - Digger

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Protoform General Discussion / Re: Protoform Demo 1 Released! Link!
« on: April 16, 2017, 10:08:05 PM »
Sorry for my reply that made you feel uncomfortable, my English is very poor, and I should use some emoji, but I can't use it in my browser and I don't know why.

What I mean is, we really appreciate your comments (and every players'), we just can't agree everything you mentioned. I had to tell you truth what we think because I had to reply a player who really want to help us and I shouldn't lie to, I think it would have respect for you.

Anyway, thanks for your comments, you make our games better!

Thank you for the reply. Having read it, I think that language differences probably account for my misunderstanding. There are some phrases in English that have subtle meanings beyond the actual words. If you say to an English speaker "OK, you've made your point", most people will interpret that as "I disagree with you, but your argument is so weak that I can't be bothered to discuss it. I don't want to talk to you any more". It's generally used as a put-down.

But hey, your English is generally very good. Certainly better than my Chinese, which is extremely limited. When I was 13 I had a Chinese school friend who taught me to swear in Chinese (that's what 13 year old boys do). And I can say "Happy new year", but that's about it.

And I didn't expect you to use, or agree with, my suggestions - the puzzles in the game have clearly taken a great deal of thought, planning, and work. They're very clever, and they function well. I was simply trying to point out that -if- a lot of people find the game too hard, then maybe -these- are the areas you need to look at.

Anyway, I wish success to your game. I like it, and I want to play the full version.

Protoform General Discussion / Re: Protoform Demo 1 Released! Link!
« on: April 16, 2017, 12:41:25 AM »
hmmmmm... I think you've made you point, though we've already got a specific positioning for Protoform in our minds. It may cost us some active players, but it's acceptable. We think the difficulty players have been accusing comes from their inadaptation to this type of game, not the high requirements of control skills. When designing a puzzle, we'll make sure players have enough space and time to pass it. We understand there are problems with the guide, control scheme, and puzzle design. We are trying to improve these aspects.

It wasn't me who raised the issue of difficulty. It was you (Pathea). You asked for comments and discussion about the issue. So I played the demo, and, as I've already said, for me, the puzzles were not too difficult. But I can see how they may be a problem for some players. And since you had asked for help, I tried to analyse why and where the game may be too hard for some people, and to provide you with information. And at the same time as I was trying to identify difficulties, I tried to identify possible ways around those difficulties.

I don't claim to be a game designer, and I'm not trying to make your game. But you asked for comments, and I made the effort to give you such suggestions as I could. Why ask for player information, if you've already decided what you're going to do, and you're not going to listen to player's input?

If you leave the game the way it is, I will like it. I will buy it, play it, and enjoy it. I don't think it's too hard. But I worry that thousands of other people will complain that they don't understand it, or that they can't complete it because they're not fast enough or accurate enough.

The difficulty of the game was not a major concern of mine. I commented because you asked me to.

Protoform General Discussion / Re: Protoform Demo 1 Released! Link!
« on: April 05, 2017, 06:15:33 PM »
Difficulties, and possible improvements.

For me, there are three things that create real difficulty in the game.

1) The speed that the turrets (sentries) rotate. There is a very small time span in which you can pass them. This means that people with slow reflexes can -never- complete the game. If you included difficulty settings, where the sentry rotation was slower, you would give a chance to slower players. Alternatively, you could perhaps introduce a non-fatal puzzle that gives the player a radio device that slows the sentries down a little. You could provide different paths through the game, for different player styles.

2) The Sentry's cone of vision - The left and right limits of the sentry's vision are clearly shown - they're hard lines of blue light. Outside the line, it can't see you, inside, you're dead. But the sentry's vision at the front just fades into a blur. It's not possible to know whether it can see you or not, until you die. If the front of the cone of vision ended in a hard, visible line, like at the sides, things would be much more helpful. I know it's not realistic, but if you want to make the game playable for more people, reduce the difficulty, and make it clear when you're visible, and when you're not. Maybe in the easy game, the player could find special glasses that do this. Again, you could make this an option on solving a puzzle. It would give an option to people who struggle with the game's play style.

3) Sentry's hearing. This is crucial - there's absolutely no indication of whether you can be heard or not. Yes, the character holds up her arms in areas where you need to sneak, but it doesn't give you any real indication of whether you can be heard or not. The only way you can find out if you've made too much noise is when you die. There should be some indicator of how much noise you're making, and how the sentries are reacting to it. Perhaps the player could carry a sound meter - possibly this could be an item you find early in the game. Maybe only in the easy game? Maybe a puzzle option?

I suggest that you don't be so linear. Give your players options. The puzzles you've made are good, but they shouldn't be the only way through.

The more paths through the game you provide, and the more you appeal to different player styles, the more customers you will attract.

Protoform General Discussion / Re: Protoform Demo 1 Released! Link!
« on: April 04, 2017, 07:25:43 PM »
I've just finished the demo, and since you asked for comments, here we go.

I liked it a lot. It reminds me very much of Portal, with bits of The Talos Principle thrown in. The bare, minimal look is very effective. It's slick, stylish, and everything functions as it should. I didn't notice any bugs or problems.

I didn't think the puzzles were too hard - for me, they were just at the edge of frustration. But I can imagine that for someone less analytical, or with slower reflexes, they might be a problem. Certainly, if they'd been even a tiny bit harder, I would have struggled.

It's not so much that the puzzles are hard, but that the solutions are not obvious, and the game doesn't give you many clues. If you've played the levels through once, and know the answers, it's then possible to complete the entire demo in 10 or 15 minutes.

If I have a criticism, it's that much of the gameplay depends on very precise timing and co-ordination, which, as I said earlier, may be a problem for some people. It would be nice to see some pure logic puzzles in there, that don't get you fried if you miss the timing by half a second. It might also be a good idea to include a difficulty slider. All you'd have to do would be to add a few seconds onto the turret's sweep times

Are you going to include a level editor in the final version? The game seems perfect for player-made levels.

Anyway, as I said, I liked it, and I'll be buying it when it's released. Thank you for this.

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