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wanglizhen

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A member registered Oct 21, 2024

Creator of

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The control methods you designed are very intuitive, especially the two functions of WASD movement and Q/E left and right rotation, which make it very easy for players to master the action mode of the character. In the opening interface of the game, you have also thoughtfully placed the "operation instructions" text to help new players quickly understand the basic keys, which greatly lowers the learning threshold. Meanwhile, the UI buttons are all large enough, operate smoothly, and the overall usability is very good.

Although the basic operations are already very clear, the task guidance is a bit vague. For example, in the game, players need to collect magical snowmen. However, when entering the scene for the first time, there is no obvious prompt telling players "What do you need to do?" It is suggested to add a task prompt UI at the beginning of the game (for example: "Objective: Collect 5 magical snowmen"), and guiding text will appear when the player approaches the snowmen (such as "Press E to collect"). This will greatly enhance the efficiency of players in understanding the game goals and reduce the sense of confusion.

Usability is not only about the convenience of operation, but also includes whether the information transmission is clear. Your operation method is already very user-friendly, but the part of goal guidance still needs to be further improved so as to form a complete "user-friendly experience". Knowing what to do and how to do it is a key component of an excellent user experience.

The controls are intuitive and easy to use. The six-button movement system is well-implemented, allowing smooth navigation in all directions. The player’s movement and rotation feel responsive, making the game enjoyable even in its early stage. With a little fine-tuning, this could become a solid control system that enhances the overall experience.

The Forest Game prototype is a simple and clean demo with a basic forest environment. The blocky character and trees give it a minimalist aesthetic, which works well for a greybox prototype. The menu is intuitive, with clearly labeled buttons for navigation. However, adding sound effects or animations when clicking the buttons could improve the interactivity. Overall, it’s a great starting point that shows promise for future development.

The Inventory Grid adopts an intuitive drag-and-drop interaction, allowing seamless equipment management. Dynamic slot highlighting and subtle animations enhance usability, while a weight-based system adds depth to inventory strategy.

The work has achieved a good balance between core gameplay and visual presentation, with clear and understandable basic interactive logic and a solid user experience foundation. The interface layout follows mainstream design standards, but there is still room for improvement in personalized and innovative expression.