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The Past and Future

  • Nakazu
  • 08/08/2013 10:00 PM
  • 1849 views
It has been one week since VorlorN has been released and there has already been over one hundred downloads and a let’s play that’s been started. I am happy with the progress and the support from the comments and messages. I would like to thank ParaNausea for the let’s play that’s thoroughly enjoyable and also to everyone who has subscribed to this page. The only thing left for me to do is update the game so I am now looking for your help, in the form of feedback, to help improve it.
I was thinking about making an expansion to VorlorN, likely near the end of the game. This would not only add a new side-quest and lengthen the game but possibly add a new gameplay mechanic as well. The new addition could be an item, ability, or something else entirely. If anyone has an idea of what this should be or what they would like to see, please tell me and it will be considered. Any suggestions are welcome.

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Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
This game had many what I would call deal-breaking problems. If you'd be so kind as to take a glance at my feedback below, this is how I feel you can improve not only this game but your future games as well.

1. Get rid of the slow text on simple background intro in exchange for one a bit more dynamic and fast. At the very least, increase the speed of the font substantially and put much shorter pauses between message boxes.
2. Cut down on others instances of pauses or slow downs between actions, such as:
• The cursor coming together on the title screen.
• Being teleported to the next map after entering a doorway.
• The speed that the "Remain" and "Depart" options move towards each other.
• Increase the speed of many events such as Maria walking toward the hero four times.
3. Put some sort of indication (a sparkle or whatever) to the gaps that I'm intended to jump to make it seem significant instead of just background detail. I died twice on the shadow creature fight before I realized I could jump to the torches by leaping the smaller chasms.
4. Remove instances of repetition in maps that don't require it such as the hallways after the initial "torch" room seeing as it only wastes the player's time.
5. The walls of the first hallway should be three tiles tall instead of four for the sake of consistency.
6. Don't decrease the hero movement speed when walking up stairs.
7. Consider making all crates mountable from any angle as having to arrange them in a straight line towards the wall I want to jump over might sound obvious, but I found myself retracing all of my steps to make sure I didn't miss anything after pushing all of these extra crates around assuming I'd have to either arrange them in some order around the torch or simply place a small crate next to a large crate near the cracked wall in order to jump up them. If you don't want to do this, make it to where only one tile is accessible under this wall and cover the two next to it with rubble.
8. Either cut down on how long it takes to return to the title screen or simply use a game over screen. I shouldn't have to wait this long after each time I die to get back to where I was.
9. Was it really necessary to decrease the movement speed while in the water? The room is far too big to justify doing so and I fear this will be where some potential players will call it quits.
10. Place a save point on the other side of the "water room" as dying after picking up the key is what finally made me quit. I'm not sure if the entirety of this game takes place in this dungeon, but whether or not that's the case, I still feel like I accomplished nothing.
11. If this game is supposed to be scary, I'd drop that right now in favor of a more traditional adventure game as scary is not your forte.

Now if I might quote the game description and give my two cents on where I believe you fell short of the intended effect.

VorlorN Game Description
VorlorN features (1)emotional storytelling, (2)interactive environments, (3)enchanting music, and (4)compelling action, all of which come together to bring to life this dark world for you to explore. This action-adventure game introduces (5)puzzles that are thought-provoking, (6)advanced stealth mechanics to avoid intelligent enemies, an action-based battle system that makes combat intense, and (7)visuals with complementing sounds that create living, breathing environments. These core elements are focused on creating a (8)captivating atmosphere and (9)entertaining gameplay to create an (10)unforgettable experience.

1. While a man seeking a way to recover his lover can make for an interesting plot, the dialogue wasn't griping or detailed enough to really convey any sort of depth required to realize this story to its full potential. Couple this with a crawling text speed and the player will quickly find the game itself boring.
2. Interactive environments is a given in this sort of game, but what brought this down was the lack of truly inspired environments. Each room felt as empty and forgettable as the room before it.
3. The passive music I had no problem with (granted I barely made notice of it during my playthrough), but the way the battle music cuts in every time a monster is nearby feels jarring and forced. I know that it'd be hard to have it transition smoothly into this music as what you're going for is sudden danger, but the way it is now doesn't feel natural even for the intended effect.
4. As I mentioned with the interactive environments, this "dark world" feels very bland and I fear the passion you put into conveying it will be lost to your typical audience who requires a bit more than what is absolutely minimum to become invested in a game through thick and thin.
5. It may just come later on in the game, but the "puzzles" in the first few minutes of the game (the most important time to draw your player in) are nothing more than turning a lever or lighting a beacon. If you could put at least one of the more interesting puzzle ideas that you have into the first dungeon, that would show the player early on that you know what you're doing and that you're not using empty buzzwords to sell your game.
6. I found it more beneficial to simply run past all of the shadow beasts in the first dungeon after my attempts to sneak past one failed horribly. We were on either sides of the same horizontal hallway where, in any other game that made proper use of a stealth mechanic, I would be safe, but the monster still reacted like I wasn't holding down the designated "sneak" key.
7&8. Once again with the environments and what I assume will be more engaging cutscenes later on; I had a hard time getting a feel for this supposedly living, breathing, captivating world as it all felt very stale and simplistic. This may simply be out of inexperience, but I implore you to play more games that made better use of ambiance to get a feel for what you should be aspiring towards.
9. Meandering around in the dark isn't "entertaining".
10. As it stands, this game is very forgettable.
A large portion of your suggestions appear to deal with the game’s pacing and I will admit that it is true; this game does require a lot of patience. I intended the game to run at a slower pace as I believe it helps create a more realistic feeling that adds to the atmosphere. This is the same reason why I didn’t add jumping indicators and changed the player speed on steps and in water. I understand that this might deter quite a few players but that was the artistic route I took. A lot of inspiration for this game came from Team Ico and if you have ever played one of their games then you might better understand what type of game I was trying to emulate with limited resources. Much like those games, I believe this game also belongs in a type of dark fantasy genre even though it has survival horror gameplay elements.
My thoughts on some other things that you mentioned: the first hallway does have a purpose and that is to introduce the player to the general vibe of the inside areas and to encourage them to get used to running, the hallway with the light is also four tiles tall so it isn’t just the first hallway that is like that, you can jump on the crates with them aligned against the wall if you too are aligned sideways with them, there are definitely more puzzles like this spread throughout the rest of the game, and if you get too close to the creatures they will hear you but if you get in their line of sight they will see you.
I am sorry that you didn’t enjoy my game but thank you anyway for your time and suggestions.
All right - if you're aiming to try to imitate the Team Ico games, I'm probably right in the middle of your target demographic. You also shouldn't ask for feedback and then immediately dismiss it as part of the artistic route; it might actually be something that needs addressed (and, in this case, some of it does).

That said, there's a few things - I'm playing through, I'll mark them as I go.

1) Your opening menu screen, it does take too long to be able to select an option. The animation is nice, but having not died once and only seen it when I loaded the game, it's already been too long to see it; if you must keep it, add in the option that pressing a key skips the animation and goes right to being able to select.

2) Your opening narration is fairly clunky, text wise. I get what it's saying but it feels like its trying to be wordy just for the sake of being wordy. And, in doing so, it creates some fairly weird sentence structures.
There is an old legend.
My father used to tell it to me a long time ago.
Far in the distance there is a massive citadel amid the ocean that rises out of the water every eon.
It is said that deep inside of the structure is a place of magic where any wish is possible.
If the legend is true, I know my wish.
To see you again, even after death.

Particularly that line about where the citadel is located... just seems wordy and suffers for it. You could probably cut out the "amid the ocean" part, or move it earlier in the sentence. Some like... "Far in the distance, amid the ocean, there is a massive citadel that rises from the water every eon." Also, you might want to add some contraction in to that speech; I'm lead to believe it's the character we're playing speaking/thinking it... and as it is, his syntax sounds fairly uncaring - maybe even personalize it a bit more so he sounds more attached (and less robotic) before the final lines? Something like...

There's an old legend.
My father used to tell me it when I was a child.
Far in the distance, amid the ocean, lies a massive citadel that's said to rise from the ocean once an eon.
They say that, deep inside the citadel, there's a place of magic, a place where any wish is possible.
If that old legend is true, then I already know my wish:
To see you once again, even after death.

That's just my initial thought revision and, personally, it sounds more like a person's saying it than reading it out of a book or some other 'neutral' source.

3) The crate puzzle - in order to drag a crate backwards, I could press the run button. Seemed a little counter intuitive, but once I realized why I was dragging them backwards, I started using it instead of running around the crate. Except running around the crate would have saved time, because after dragging backwards, I have to step away from the crate and back towards it again before I can drag it backwards again.

4) The stair climbing speed definitely needs fixed; no one slows down that much climbing stairs, especially given how fast you were moving before.

5) The hallway immediately after that puzzle, your light source is confused. It switches the direction your shadow is facing immediately after crossing the center. Which direction is this light coming from? If it's coming straight down, you shouldn't really see much of a shadow beyond directly underneath the character. (Also, related to the light thing, I liked how when I went back outside after being inside the first 'puzzle room' lead to a temporary brightness.)

6) This just came up again after finding the scroll - but aside from the opening narration, you should probably make sure all the text appears at a fairly consistent rate. And the fade in/out to read the scroll possibly takes a little bit too long.

7) That shadow fight immediately afterwards - I don't know if it was a bug or intentional, but I couldn't move until he was already on top of me, attacking me, and I took four or five hits before I realized I could move and was pretty much already trapped. Additionally, some general indication of your current health status would be nice.

And now I'm going back to the game itself to see if I can get further and give a bit more in the way of feedback.

Oh, and something else I just realized: the two paths to the sides of the first save egg: maybe make them move you to the rooms without pressing a button? It took me a moment to realize they were paths in the first place, as any other path I was immediately able to move through, up to that point, automatically transferred me when I touched it and I had to do nothing to initiate that transfer.

I'll continue to edit thoughts onto the end of this until you get a chance to see the post.

Also, I really don't get your continue system - sometimes it restarts me at a room not too far back, other times it forces me back to the menu? I can't seem to find any rhyme or reason for why it does one or the other.
Thank you for the feedback. You make some interesting points that may end up changing in the final version.
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