Realm of Glory
Recent community posts
The backwall with lots of texture reminds me of tree bark, just an observation. I do feel like the textured wall runs the risk of conflicting visually with actors (player/foes/items) by creating a lot of visual noise.
If you use something more akin to the plainer backwall, then you could add occasional terrain backwall. Maybe a large crack, tunnel entrance, cave painting, under emphasized rock in the wall, etc. I think this could help a cave environment be more memorable and navigable.
It is easy to find things in retrospect that should have been added or left out. I think it can be easy as a developer to forget that new players don't know what you know. I remember the first tactics game I played. I didn't know I could select different party members by pressing R & L. I played the first five or so missions with only one character and a 'guest' character. Eventually, I felt I was missing something because I could find more people than I could deploy in the equipment menu.
I think I eventually searched the manual and found a tip on how to select different people. It was long enough ago I don't really remember how I found the answer to my problem, but I did have to look it up.
I guess that is the value of doing little projects like this. You can quickly learn developer lessons.
I assumed my money going up meant I got paid but a $ or something could have been nice, too.
I noticed that you start with 1 sword and materials to make 2 more so that is where the clicking starts from. The boxes you build are used only to make items. It turns out the background boxes are actually a key part of the interface and those show what your inventory actually is. You can also buy items from there as well.
I assume the master play is to buy the cheap items and build the more expensive ones.
I never could wrap my brain around straightening out after a turn. I seem to be conditioned to expect letting go of the key to let me go straight. I think having a graphic show how much I am turning would help. I think even having a bar with a square in it would help. Turning left the square moves left in the bar and as you 'right' yourself it moves back towards the center.
I find that my mind has a hard time with the land not moving relative to the camera. When I go driving, the world changes relative to my eyes (the camera). To play this game I would have to rewire how I think.
I hope the feedback is handy. I don't have an issue with the game--the controls just don't match how my brain works.
Same. It took me a moment to figure out what was going on. At first I thought I was suppose to click the red bombs and wondered why they didn't make bullets. I just got it backwards in my head. Fun once I got that sorted out.
A way cuter game than I was expecting. I thought it would be like that google dinosaur game where the land moved. This was a surprising challenge. How you moved the yellow orbs was very clever and I actually expected them to all slowly drift across the sky. They did not do that!