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#21
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You've got a good inspiration, a good core game, an IAP-free game, and you're coming here for suggestions and advice; all four of these are promising signs. Here are a few tips for further improvements:
* Making a game in your non-native language is tough; I shudder to think what I'd produce trying to do the same. That said, most of your text is fine, but there are a couple of misspellings here and there ("Meterial" jumped out at me in a couple of the events, a "You're" that should be a "Your"), so you might want to grab someone who is English-native for a proofreading run. That's just a tiny thing that doesn't impact gameplay, but a well-polished app with all the little details correct will draw more attention. The customers' item requests are well-translated and amusing. * Once a skill is in your Skill Box, you can look at it for a full description of what it does and what it will do when leveled. (I do like that some of the skills increase in function as they level -- that's a new twist.) When you're choosing it from the three available, you CAN'T see what it does because there's no description beyond its title. Adding that beneath the skill selection box will help players choose intelligently. Is there a limit to how many skills you can obtain in a game? I like that you can swap skills in and out (another nice twist). * The fact that a stocked item can only be given to a newly arrived customer is in the tutorial, but it's easy to miss. You might want to have some kind of message pop up in-game when something like this happens: New customer comes in and says "I want boots." Player makes and stocks boots but doesn't include the customer, then tries to give the stocked boots to the customer, which fails. Good luck with your creation! |
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#22
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LordGek:
Yeah, many people miss the stock. We should remind players in the gameplay. The thief event will steal the stock item. Sometimes it's annoying when you just store a high level item!
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#23
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Quote:
Enjoying the game!
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#24
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Delfin:
Thanks for your suggestion and encouragement. ![]() We did ask a English-native friend to help us. But still leave some mistakes. We will fix it soon. About the skill description, we consider poping up a description block when long press the skill block. All of your and others' suggestions are pretty great! But it takes time for us to update. We will finish it ASAP! |
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#25
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We found a bug a few days ago. If game over and level up happen at the same time, players can still choose a skill and go to skill box! And then, the skill box show up and no way to be gone...
![]() If you encounter the bug, don't be shocked! We have fixed it and the update version is waiting for review!
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#26
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Here are some promotion codes! Enjoy the game.
![]() LHNANNK739Y9 HNMN7MJFHKK6 36XMPMRKEW9R 7TFFXK99PW94 F79H3J9XHRPT Please leave your comment after taking one. Last edited by whobirdsyou; 05-20-2012 at 11:44 PM.. |
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#27
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Took 7TFFXK99PW94. Thank you, will reply with impressions.
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#28
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Alright, here's my impressions after taking the last promo code.
I like this game. It reminds me of Dungeon Raid, which is saying a lot, because DR is one of my favorites. That, and I'm also a sucker for games that put RPG aspects into other genres. But, I feel as though there are some things that keep me from enjoying this game as much as I do DR. First and foremost is the little grammar errors and strange wording. Now I know that you guys aren't native English speakers, and I kept that in mind while playing, but with someone as OCD as I am, it felt strange to play.I think maybe you should sit down with an English speaking friend and figure out new ways to reword things. (Also, while you're at it, I saw a customer description that talked about kicking a monster's ass, you may want to change that, as some people may be more sensitive to swearing.) Next is some interface troubles. Throughout playing I felt as though the controls weren't explained enough, like how to hold an item in the stock or put skills on the bar up top. While I did get it eventually, it did take a little getting used to, and some people may not have the patience. I think you should make the tutorial a little more in-depth, or maybe have it teach you how to play as you play the first time. The skills were annoying too, as you don't know what they do until after you choose them. A short description underneath the skills (maybe only the skill being highlighted, to save space) would be wonderful. One last thing that also annoyed me a little is the app icon; it felt a little too cluttered. Simpler icons tend to work better, especially if the icon is one of the first things people see in the App Store. Finally, some gameplay issues. The time limit was a big one. One of the reasons I love DR so much is because it's not timed. Now I know there would probably be many people out there who like the time limit, so I suggest another mode, without the timer. Also, the customers are a little annoying in that you always have to tap on them to read what they want, which I sometimes forgot to do. I think you could fix this like DR where there are little numbers in the corners saying what level of item they want and how many turns they have left, and maybe different kinds of customer tiles to represent what item they want. But for those who like it the way it is now, maybe you could make this into an option to turn on/off. Finally, something I really didn't like was the "random events". I felt that they made the game more luck based, which is bad for an RPG. I think they should be removed, honestly. Thanks for reading this great big wall of text. I honestly do like this game and the ideas behind it, and I think it could do pretty well, but it does need a little more work. I also don't know if anyone else agrees with me on any of these points, so if I'm wrong, please go ahead and tell me.
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#29
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Took HNMN7MJFHKK6, looking forward to trying later. Thanks!
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#30
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This game is worth the dollar asking price.
I agree with the suggestions of: - description of skills when choosing - a display of what customer wants and level and turns left, instead of having to select the customer I don't mind: - the time limit - not perfect English was not a big deal - random acts adds to replayability as time and money did not feel like constraints I would like to suggest: - being able to cancel move by swiping to top or bottom like in dungeon raid Having fun so far, should keep my interest awhile as I explore the different skills. |
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