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sorry I didn't see the “info” window until after I made this comment, I sincerely apologize for berating you on that point.
"the player will miss the interaction and would be frustrated by the fact that game did not tell beforehand where to focus his attention."
this is why you add animations and stuff to draw their attention. alternatively, you could do something like making the game pause and spotlight the interaction your hoping to showcase, effectively doing it while the player experiences them, but in either case, don't make the popup several pages long. if there's really that much to learn, spread it out a little and use a different popup (this could even be done by allowing the textbox to persist and just advancing it automatically when they do something. this way, you could stick with your style of displaying things. if you really want them to block first so you don't have to deal with branching paths and whatnot, then you can just make their starting hand all defense or something and then have attack in their next hand).
the point is informing the player of mechanics as they become relevent. this way, the player can develop a more vivid understanding of why you are telling them this.
as for specific critiques:
telling the player they can move the popup around is good (it's like a common curtesy/greeting)
you don't need to tell the player about the stages number, although you could include in a tooltip that the value after the dot is the turns number this is entirely optional and is something the player will likely figure out eventually. even if they don't, this is basically irrelevant most of the time
the hint window can be assumed, although the ctrl thing is interesting and you might want to put that somewhere, although personally, since the hint shows up in less than a second, it doesn't exactly change anything.
it's fairly obvious the player has various resources, but it would be worthwhile to mention they persist. perhaps inform them at the end of the guided part of the tutorial though, just because that seems more fitting, especially if you put it together with some other words.
the fact that the numbers in the top left of the cards are the cost is fairly obvious, it's part of the universal UI design. the fact that clicking a card once selects it and clicking a selected card plays it is a bit awkward to get used to though, I would defiantly make sure to explain that when you make the player play their first card.
everyone knows how draw and discard piles work, and your UI should make obvious the difference between a draw pile and a deck. the limited hand size and cards retaining in hand are some things that you could tell the player (again, like a common curtesy), but ultimately things they figure out on their own, or in the case of hand size, they will probably be able to deduce what will happen.
you don't need to explain that the goal is to defeat the monsters. in the absence of other objectives that can very quickly be assumed.
I do find it useful to know where the enemy's hp is, considering it uses the same notation as the costs on the cards.
I also find it useful to show me where the end turn button is, mostly because it's pushed so far away from everything else and might not be noticed by a first-time player until pointed out to them.
the rest of the tutorial was fine, it's just that you opened up with so many pages of common knowledge that the player might think the rest of the tutorial will continue to be like that. first impressions matter.
overall, I think the status effects could use a lot more explanation, especially the more confusing ones that have 3 or more thresholds, or that interact with 3 or more other effects. they deserve a lot more explanation than they get, considering how much they affect the gameplay.
I just mean, I wish the demo had a second character or second episode (probably only one of those two)
I think it's important to show people what it means to change that variable, and gets them into a longer gameplay loop that might get them more addicted and want to see the full release more. without some sort of teaser like that, people literally don't know what they're missing, and might not think they are missing out on any significant changes.
be careful, the combination of the relics that make your flags not count as clicks and your chords not count as clicks allow you to basically go clickless, so you'll need to account for that.
also, I should say, I do really like the way it works right now. it makes you have to think strategically of how to maximize coverage, and highly synergizes with bomb detonation effects. (personally I try to find 1's with many cells around them and cord them)
honestly, I might be a bit disappointed if you changed it.
I will say, (speaking as a playtester of sorts) that the times I typically get when playing good have constantly been twice the estimated time.
it also seems a bit off-balanced with there being so many relics and consumables that help you with reducing click count and not taking damage, (and I'll even count the radar as helping you go flagless, since it doesn't actually count as "using flags"), but pretty much only a single relic that helps you save time.
yes it's the same shortcut to jump to the search bar and do a google search in the google/chrome browser. still works, but also does the search bar thing. maybe consider changing it to something that is not that shortcut? (that one in particular is often annoying because it has like, no restrictions on when it can activate)
