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(+1)

Your Nessie is cute. The artwork in general is nice. This is a good start for a learning project. Looking over your devlogs, you've made great progress.

I hope the below doesn't come across too critical. These are just some things I noticed.

After clicking to play the instrument in the yurt I walked away and then was not able to interact with anything else. I had to refresh the page.

After clicking to sit on the log I tried to click again to get off, but no matter where I clicked it kept sitting back on the log. I also tried using WASD to move. After a bit the character got off the log, but I was treating it like the lights as something you toggle. I'm not sure how best to convey that it is a preset animation, rather than click to sit and click to get up. One option would be to disable/ignore the input while the animation is running so it doesn't restart with each click.

It might help if you required the player to click on the object to trigger it, instead of clicking anywhere on the screen. You can have a generously large area be clickable. I just think it would be nicer if you clicked on the object, as clicking in different areas causing me to get back on the log seemed a bit odd to me.

When the exclamation mark appears above the frog's head, I clicked again, which restarted the fishing. It made me think it was an interactive event and you had to click quickly enough when it appeared to catch a fish. After seeing the animation restarting I acknowledged it was just an animation, like with the log.

When first bringing up the Pause screen it looks like the volume slider is set to 0/the bottom. Clicking anywhere but the top lowers the volume, when it looks like it should be raising it.

For web, pressing escape exits fullscreen, so it is good to have an alternative input option, such as P, to pause.

Overall, this is looking nice. Keep up the good work.

(+1)

This is all great advice, thank you! I am aware of most of these issues, but I haven't come up with solutions for them yet. 
The banjo in particular treats the song's entire length as the interaction, so you can't click anything else while it is playing. It also breaks interactions if you leave the yurt while it is playing.
Disabling selection while the animation is playing for the log is definitely something I can rig up easily. The challenge is that the area that provides the prompt is the clickable area, so in order for it to become clickable, you have to be nearby. I'll have to find a way to modify the system to fix that, but I do agree clicking on the object would be better.
I've fixed the volume slider issue on another game, not sure why I didn't here. Probably just an oversight, will correct soon.

Thank you again! This is all very useful information.

For the Banjo, on one hand, you are supposed to be playing it, so doing an animation of it being played and the player unable to move around or leave the yurt would make sense, but then the length could be an issue with some people, like me, wanting to move around and explore while listening. Ideally you'd want to implement a way for the player to end it early, if you did change it to limit movement, or shorten the length. Instead, you may want to treat it as just being a change to the music track that is independent of any other interactions. Since it breaks when leaving the yurt, I'd also suggest setting up a signal that is emitted when you leave the yurt, and which then banjo interaction connects to. That could trigger the early end of the interaction and restore anything that was disabled while it played.

For making the interaction areas clickable, you could use buttons, perhaps texture buttons, placed over top of the interactable objects. You already have your labels popping up, so just add a button as well. They can be mostly transparent. If you go with a texture button, you could take your existing art and do an outline or greyscale of them, and overlay it to give a highlighting/glow effect to show what is interactable, and where the clickable area is.