Hey Chris, thanks for your feedback!
Quote: "I think that point was brought out earlier, but his point is true, simplicity is appreciated.
How often do you play your game? What do you think so far?
[...]I was wondering why the coins were not positioned in a pattern. Is there a logical reason for having coins not positioned evenly in some form of pattern which children could comprehend? Is there no reason? This is a question that just sprung up while I was collecting them. Also the placing of blocks isn't fixed to a grid, is that for a reason?
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Yeah I have made some places where the coins are not in a pattern, simply to have coins not in a pattern for once, I think it is like two times I made such situations in my levels. I think it is a bit boring should they always be in certain patterns.
The Block positions can only be placed in a grid, it is impossible for the engine to put the blocks not snapped to the grid, only carryable blocks can be outside of the grid order, if the player placed them there during the game. So I am really curious what do you mean with this statement.
Quote: "Some of the sounds are not playing at the correct volume, some are too loud for event they represent. Try making the jump noise louder the more powerful the jump; and impact more louder the more devastating the attack. The jump sound which does not sound like one of the ones I created doesn't sound too engaging and exerting. It sounds like a jump sound in some £9.99 sound effect pack; not that it sounds bad, it's just not doing much good, particularly when played loud; it does not excite me. No doubt it feels like the correct jump sound to you, perhaps my experience and gut feeling is wrong in this case. "
The sounds where made with a free program putting sounds out at random. I wont not change the jumping sound if you jump higher, or the impact sound, if you impact really hard, because harder impacts mean nothing in this jump and run, I don´t plan on having some kind of stomp jump in there. The only thing I could think of is making the jumping sound longer or shorter dependant on the jump height.
I also plan to use some of your sound effects for jumping of the trampoline.
And yes I have made little to no effort to get the sound effects playing at the same volume, it always sound nice for me when I tried the game.
Quote: "
For instance, put a block in the middle of a large area; raise the question, why is there one block in the middle of this large area; up poses the question and then for that moment the whole point of playing the game is to find out why the block is there, then when you lift it, a bean sprout starts to grow, or something surprising. So far it is possible to run through much of the level without feeling any curiosity, no bothering to engage into what appears to be optional attacks and pursuits; puzzles can help keep the mind a little busy, otherwise running in a straight line over a distance does not entertain.
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The engine is up to this task allready, just my level design isn´t lol.
I thought multiple paths will always get the player to explore the levels (finding hidden levels with hidden power ups should be encouraging enough), I think this will boil down more,
when I can show you my new world map, which will basicaly be like the city in "Normality" where fun and individualsim has been prohibited. Secret exits will put you out in different "not reachable before" areas of the city, giving you new story bits and giving you access to secret shops, or whole new secret worlds.
I also changed some levels and also put more secrets in. Also there is now the possibility to get hidden trampolines and "power" blocks in the enigma blocks.
Quote: "
Now time for some kind of story; and no one says a story cannot be told without words. What is Reggie doing and why? Why should he interest me? Why play?"
I wrote that I am on to this part allready and I think I have a very fitting, funny and epic story for this allready, I am very busy with making modells for the game right now and it could take a while.
So I heightened the jump height, make the player fall slower and rise slower, giving you more air time. Any words on how this change feels compared to the old air time?
Thanks again for this feedback!