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App description: Go on an adventure, exploring a free to explore open world at your own pace!

Stunning graphics and sound draw you into a fantasy island where you can go on quests and collect treasure items hidden around the island.

Super easy to use controls - Now anyone can go exploring in glorious 3D!

Everything is automatically saved, so you can pick up where you left off!

Get ready to go adventuring!

M9Games's comments:
QUEST - Treasure Adventure - PLAY NOW

Go on an adventure, exploring a free to explore open world at your own pace!

Stunning graphics and sound draw you into a fantasy island where you can go on quests and collect treasure items hidden around the island.

Super easy to use controls - Now anyone can go exploring in glorious 3D!

Everything is automatically saved, so you can pick up where you left off!

Get ready to go adventuring!



02-23-2017, 05:44 AM
#2
Joined: Jul 2013
Location: Europe, CET
Posts: 2,824
Looks nice, and I really like calm open world exploration
Will give it a shot, and come back later with impressions.

02-23-2017, 07:37 AM
#3
Joined: May 2016
Posts: 141
I'm definitely intrigued, as I've got a weakness for good open world games. Being unable to drive due to vision issues, I have to depend on others to go places, so it's pretty difficult to go places. So one way. I try to compensate (in a bit different way) is being able to explore large worlds in games, open world ones being the most being the most fulfilling. By no means is it the same, but being able to do so, does help to stave off 'cabin fever' after a bit, though.
02-23-2017, 07:46 AM
#4
Joined: Jul 2015
Posts: 1,213
Waiting for impressions
02-23-2017, 08:01 AM
#5
Joined: Jul 2013
Location: Europe, CET
Posts: 2,824
Good news first: This looks pretty great. Not as good as Brightridge, but that's very hard to beat Really want to see this world.

Now, the bad stuff:
The controls are absolutely awful. Only a tiny controlpad in the bottomright corner, seriously? I didn't even see it at first, cause my hand was in the way, and thought the game is broken: I tried the time-tested "move on the left, camera control on right" approach, but didn't work. I even tried "no way, you are kidding me, *TILT* controls?" Took me 2-3 minutes to figure out what's going on.

@M9Games:
Please, change the control scheme asap. Take a look at Brightridge how to do it right: Free-floating joysticks that work anywhere on their half of the screen, swipe and swipe-and-hold for camera control, adjustable button position and sizes, zoom in/out, the whole 9 yards.

Small stuff:
I picked up a sword, but did not get any indication what I can do with it, nor does it show in my inventory. Update: I just figured out where it goes. Still, making that more obvious for the first time it occurs would be nice; and explain what those swords and shields do.
Then, I found some bottle in the ground: The flavour text showing at the screen bottom is too small to comfortably read, should be at least twice the current size. Also, typo: "mysterios" lacks a "u".
"Distance explored" I wouldn't show on the screen at all, at least not by default. Just distracts from the environment. Same goes for the swords&shields in the topright corner. Best would be to give options to the player, if he wants to show them or not. Plan B: Make them fade away and disappear when you start moving.

But again:
Top priority should be to improve the controls.
Just because of those, I have to give a "not recommended" verdict currently. With better controls, I strongly suspect I'd give a "most definitely recommended" instead.

Last edited by Nullzone; 02-23-2017 at 08:12 AM.
02-23-2017, 05:40 PM
#6
Joined: Aug 2016
Location: UK
Posts: 8
Quote:
Originally Posted by Nullzone View Post
Good news first: This looks pretty great. Not as good as Brightridge, but that's very hard to beat Really want to see this world.

Now, the bad stuff:
The controls are absolutely awful. Only a tiny controlpad in the bottomright corner, seriously? I didn't even see it at first, cause my hand was in the way, and thought the game is broken: I tried the time-tested "move on the left, camera control on right" approach, but didn't work. I even tried "no way, you are kidding me, *TILT* controls?" Took me 2-3 minutes to figure out what's going on.

@M9Games:
Please, change the control scheme asap. Take a look at Brightridge how to do it right: Free-floating joysticks that work anywhere on their half of the screen, swipe and swipe-and-hold for camera control, adjustable button position and sizes, zoom in/out, the whole 9 yards.

Small stuff:
I picked up a sword, but did not get any indication what I can do with it, nor does it show in my inventory. Update: I just figured out where it goes. Still, making that more obvious for the first time it occurs would be nice; and explain what those swords and shields do.
Then, I found some bottle in the ground: The flavour text showing at the screen bottom is too small to comfortably read, should be at least twice the current size. Also, typo: "mysterios" lacks a "u".
"Distance explored" I wouldn't show on the screen at all, at least not by default. Just distracts from the environment. Same goes for the swords&shields in the topright corner. Best would be to give options to the player, if he wants to show them or not. Plan B: Make them fade away and disappear when you start moving.

But again:
Top priority should be to improve the controls.
Just because of those, I have to give a "not recommended" verdict currently. With better controls, I strongly suspect I'd give a "most definitely recommended" instead.
Thanks for the great feedback! - Just downloaded BrightRidge and tried the controls. Yes they offer better control but I kind of wanted to make a set of controls even my gran could use.

I'll see what I can do!

Cheers,

Chris

M9 Games Studio - We make the most captivating experiences for you to immerse yourself in.
02-23-2017, 05:54 PM
#7
Joined: Jul 2013
Location: Europe, CET
Posts: 2,824
Quote:
Originally Posted by M9Games View Post
Thanks for the great feedback! - Just downloaded BrightRidge and tried the controls. Yes they offer better control but I kind of wanted to make a set of controls even my gran could use. I'll see what I can do! Cheers, Chris
Thanks for the fast reply, very much appreciated.
My pleasure. And no worries, Rome wasn't build in a day, and Brightridge neither
Did you build in Unity? If yes, and if you're interested, I'm sure Robert (BR's dev) wouldn't mind sharing how he implemented the controls.

As a hopefully quick first iteration, it would help a lot if the controlpad were a bit bigger, and ideally if I could move it around on the screen. I play on an Air1, and to get to the bottomright corner, I need to quite uncomfortably twist my right hand inwards and down from the natural position. A few minutes, and my RSI kicks in and I have to stop playing.
02-23-2017, 07:04 PM
#8
Joined: Jan 2017
Location: Fargo, North Dakota
Posts: 8
THX for the first impression! Have to watch my pennies, due to disability issues. I, too, can not drive anymore due to Menieres Disease and therefore like to play these games if they are worthy. I can't even afford to drop $0.99, if I end up dumping the game. Might as well buy someone a cheap burger first.
That being said, I will wait to see if developer is really serious about feedback and upgrading. Hoping this is so. Doesn't really make sense to spend hours deving app's, if you can't get them played.

I tried VAST recently and it seems to have REAL potential! I didn't run into anyone else playing inside the environment, but the controls have been to a tight, fluid smoothness! Love the idea of having a deep settings interface so everyone can tweak their devices to a comfortable, playable mode and not get frustrated with lag, freezing, or control effectiveness. Has ANYONE ELSE tried VAST yet and/or help in the development? Would be great to get some feedback on it's dev. and future.....?

P.S.... If anyone (that KNOWS) has info on how to become a beta tester for any GOOD - GREAT upcoming app/game development, please key me in. I have been disabled for over 12 years and ALL I have is time on my hands! I used to work in Elec. Development Environment, before becoming disabled, and would like to help some "worthy" and honest developers test their betas. I have had a ton of experience doing this, as well as testing prototype electronic gadgets/devices for the Consumer Market before launched. I can a lot out from my current resources, but I thought I'd bend the ear of the TA Community. TA's atmosphere has almost always be amicable, as well as friendly! Thanks in advance to anyone that responds!
02-24-2017, 05:41 PM
#9
Joined: Aug 2016
Location: UK
Posts: 8
Quote:
Originally Posted by Nullzone View Post
Thanks for the fast reply, very much appreciated.
My pleasure. And no worries, Rome wasn't build in a day, and Brightridge neither
Did you build in Unity? If yes, and if you're interested, I'm sure Robert (BR's dev) wouldn't mind sharing how he implemented the controls.

As a hopefully quick first iteration, it would help a lot if the controlpad were a bit bigger, and ideally if I could move it around on the screen. I play on an Air1, and to get to the bottomright corner, I need to quite uncomfortably twist my right hand inwards and down from the natural position. A few minutes, and my RSI kicks in and I have to stop playing.
Your reply was quite motivational - I have managed to shoehorn in a new control system which replicates Brightridge nicely. Hopefully now navigation should be more enjoyable!

I have some new treats in store to discover too. Some obvious, some that need discovering! Should have the free update out in the coming week!

Look forward to you getting to play the update!

Cheers

Chris

M9 Games Studio - We make the most captivating experiences for you to immerse yourself in.
02-24-2017, 06:11 PM
#10
Joined: Jul 2013
Location: Europe, CET
Posts: 2,824
@M9: This is great, color me impressed on getting it ready so fast. If you want to test before it goes public, just holler


@westred: Sorry, only got around to answering now. Are you looking for a paid position, or do you prefer to do betatesting as a hobby? From your post I assume the latter, but always good to be sure.

Paid position: game testers sadly are still treated as runt of the litter garbage by most major gaming companies (aka those who can afford to employ them). If you want to earn money with testing, it's entirely possible with anything enterprise grade. Our resident QA testers earn good money. But on the other hand, there is limited demand for specialised roles. There's a reason why most of the "grunt QA" is done in China and India.

As a hobby: If you want to start on TA, it's a good place for it. Just watch the upcoming threads and check anything you find interesting. If a dev ask for testers and you want to hop in, just leave a "yes, me here" note in whichever way they prefer.
Drop your own thread in the Open Developers's Forum, stating that you're available, for what and when, if you feel like it.
Pay Discord a visit, and look around if anyone shows development work and/or makes known that they need / will be needing testers.
Keep track of devs you like and whose work you enjoy, if they are prolific a beta will surface sooner or later. E.g. I subscribe to all of Wavelight Games' threads to roughly keep track of when the next is due.

That's all I have right away. If you want me to talk more, holler twice long one short so I don't confuse you with M9

Last edited by Nullzone; 02-25-2017 at 12:53 PM.