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[Web] The Magical Cave Adventure : a game about exploring a cave

A topic by tdgperson created Aug 10, 2020 Views: 372 Replies: 4
Viewing posts 1 to 3
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Questions: 

  • When you saw the first screen with the cave and instructions, what were your expectations of the game?
  • Were you confused about certain parts of the game? Which parts?
  • Were the hint signs useful or did you mostly ignore them?
  • What parts of the game did you find frustrating or difficult?
  • Was the ending clear? When you reached the end, did you know that you've reached the end?

link

Hi! First of all, I like your game it's pretty technically impressive and has a lot of potential :)

To answer your questions:

  1. My first impressions were confusion.  Instead of saying the bottom is the inventory and the top displays info, I'd label them both. The bottom would always be labeled inventory and the top would say something similar. Displaying the seed at all times muddled the info bar as well, I'd make it toggle-able. I'd clarify the objective of the game too, instead of saying "rescue the princess" say something along the lines of "Collect mystical treasures to help rescue the princess from the evil monster!" You want to specify what the player will be doing and hype the game up with some fantasy
  2. The game was pretty confusing overall as it was a big info dump without easing the player into it. There was no map as well which led to me getting lost or finding items out of pure luck. I never quite knew what items I needed either, I think a checklist visible on the screen or by the info box would be super helpful. If my next goal is the purple portal, the info box should show me what I need to unlock the purple portal. Overall, making the first level more introductory with a sign clearly stating the goal would help a TON!
  3. I relied on the hint signs towards the end, but not the beginning. At the beginning it just seemed like useless information I couldn't utilize yet and I also wasn't sure which area I was in versus what the sign was referring to.  Again, an introductory area and perhaps a label denoting which area you're currently in would help a lot.
  4.  The most frustrating part was definitely map navigation since there was no map to reference and rooms weren't particularly unique. I spent a while looking for an item only to find it by complete accident by wandering around aimlessly.
  5. The ending was clear! The boss monster was bigger and unique which made it obvious you were at the end.

As a final piece of advice, I'd add more risk and reward. There's currently no risk as the player can't lose and rewards don't feel as meaningful since there're tons of them around and they don't necessarily change game play, they're essentially fancy keys.  

Overall the game lacks information for the player which can leave them confused.

I like the fantasy setting though and hunting down unique items! Keep making games, I'm curious to see how you progress. 

Thank you for your response! What size did you play?

I played tiny mode at first

Some things that came into my mind after one playthrough (on tiny-mode). I hope you find them useful.

Opening screen looks like a cheated wife who is about to destroy her husband's things (for real). Otherwise objects (and ending) were clear. I knew I was in a last screen right when I arrived.

Observations and suggestions:
- The amount of information is quite overwhelming. It's like playing a memory game. Map size selection is a very good feature. 
- I liked the surreal objects (the story could back up those much more), but it is hard to tell what is what by the graphics. I picked up an object, forgot what is was, and wasn't able to retrieve information from the inventory (or did I miss something?). I ended up writing them down, which was cumbersome.
- I found it hard to position myself in a world (even in tiny one). I'd welcome an overall map that shows where you are and perhaps places you no longer need to visit. At least the header should tell, which world you're currently in.
- Common problem with the procedural approach is that without good heuristics everything tends to go completely random. Perhaps you should abandon procedural approach at start, create a hand-crafted levels and polish them according to user feedback. First level can be extremely simple: get object and open portal. Second one could use couple objects, perhaps two worlds etc. This would give rhythm to the game: milestones for the player and points where you could take the story further. Also, it would be easier to evaluate and improve game logic when you can adjust details according to feedback. After that you can start adding procedural elements one by one while keeping the good parts in.
- There was also a tiny bug: battle doesn't work every time. Sometimes when I swing the sword over an enemy, flashing doesn't occur. After visiting another screen and coming back, it works again.

Keep up going. If you need more testing, don't hesitate to ask.