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(+1)

Wow! Thank you for the lengthy and detailed feedback!

Was the Crowki view too small even after playing in full screen? Hmm... maybe I should've considered some kind of accessibility setting that allowed the player to resize it to their preferred dimensions.

This is one of those things you can't notice unless there's other people playing your game but unfortunately I was pretty tight on the dev time to have any chance of getting playtesters to try the game, let alone incorporate their feedback into the final product.

Thank you for playing! :D

(1 edit)

You're so welcome!

Yeah, I think the issue for me is size + position of the window combined with the activity. I think my best comparisons are to film/TV. It feels kind of like a movie violating the 180-degree rule and jumping across the axis of action, or a TV show using a bunch of quick cuts in an action scene where the intended focus leaps around the screen.

I have a possibly bonkers suggestion which might be terrible, but might be interesting to try. It occurs to me that if the window were somehow linked to the cursor position, it might feel a bit better? As is, the flow is: eyes on cursor -> flick to Crowki View to time -> flick back to screen and locate cursor and change position -> flick back to Crowki view. The Crowki View having a consistent relationship to the cursor might help? I agree that in lieu of that (or some other approach) an accessibility feature might be a welcome addition.