First Impressions:
UI looks super AI, probably because of emojis use, not a good initial impression. Assets in the environment are nice
Gameplay:
Fishing minigame okay, but kinda easy, and too much text flashing on the screen.
I missed the text on the mining game and got stuck and had to re-boot.
Combat numbers don't make any sense to me. Took me a while to figure out the I had to use spacebar to confirm . I couldn't leave the cooking menu
All-in-all the minigames lacked tutorials, but somehow threw too much info at me. I think I would have just preferred reading some short instructions before I started them
What I liked:
I like that I can jump and make it to the top of the stone. The combat music and effects were nice.
Things that didn’t work the way I thought they would:
Wish I could sprint or have other fun movement optionsI was hoping I could move the grass when I walked through it.
Doesn't seem to be a prototype of a game, but a prototype of loose features. The fighting phase was super confusing, it took me a bit to realize I could move with arrow keys instead of WASD and a couple times I got locked unable to cancel an action, at one point I just pressed all keys because I couldnt' do anything until I hit a key that cancelled the entire fight. The fight itself was confusing too, I wasn't sure what was going on, it looked like I was healing the dragon, one it was 'full damage' there was no visible win condition for that besides controls and confusion, it's pretty so thats nice
Thanks for giving it a try! Yeah, it's definitely more of a collection of mechanics/features than a game with a tangible vision at the moment. I'll definitely work more on readability and conveying mechanics since LIVE-A-LIVE is pretty niche. The bar on top is a 'Stagger' meter rather than the enemy unit's HP, but it's not intuitive at the moment.
Comments
https://www.twitch.tv/videos/2816049473
It works. Characters are cute, but the controls are wonky. A bit too much bloom for my liking.
Very curious to see where you'll take it.
First Impressions:
UI looks super AI, probably because of emojis use, not a good initial impression. Assets in the environment are nice
Gameplay:
Fishing minigame okay, but kinda easy, and too much text flashing on the screen. I missed the text on the mining game and got stuck and had to re-boot. Combat numbers don't make any sense to me. Took me a while to figure out the I had to use spacebar to confirm . I couldn't leave the cooking menu
All-in-all the minigames lacked tutorials, but somehow threw too much info at me. I think I would have just preferred reading some short instructions before I started them
What I liked:
I like that I can jump and make it to the top of the stone. The combat music and effects were nice. Things that didn’t work the way I thought they would: Wish I could sprint or have other fun movement optionsI was hoping I could move the grass when I walked through it.
Thanks for playing! I'll definitely shy away from using the LayerLab icon assets after hearing they look like AI.
I think my next goal is to create more of an actual sandbox world with tutorials for battle and minigames, with a more complete UI.
Doesn't seem to be a prototype of a game, but a prototype of loose features.
The fighting phase was super confusing, it took me a bit to realize I could move with arrow keys instead of WASD and a couple times I got locked unable to cancel an action, at one point I just pressed all keys because I couldnt' do anything until I hit a key that cancelled the entire fight.
The fight itself was confusing too, I wasn't sure what was going on, it looked like I was healing the dragon, one it was 'full damage' there was no visible win condition for that
besides controls and confusion, it's pretty so thats nice
Thanks for giving it a try! Yeah, it's definitely more of a collection of mechanics/features than a game with a tangible vision at the moment. I'll definitely work more on readability and conveying mechanics since LIVE-A-LIVE is pretty niche. The bar on top is a 'Stagger' meter rather than the enemy unit's HP, but it's not intuitive at the moment.