This will be a long post, yes, for sure.
There’re lots of things going on lately. I will try to write them down clearly enough, so stay with me
We just have some time off after working hard to submit a game build to IndieCade (E3 event) and Develop in Brighton 2013 in a last couple of days ago. As we said to you in the previous update that we have good folks in local indie scene to play and give us feedback, we met them. We let them play the game then gathered and collected their thoughts, then noted, shared, and discussed to our team initially prior to writing this up. We will have a great conversation together within the team again when Ping comes back from Japan.
Ping, our game designer, usually goes back and forth between Japan and Thailand. This is a reason why there’s a feeling of Japanese culture embedded into the game in various places from dialogue to cut-scene transition. So this is a nice chance that we could take some shots off the ground!
Back to feedback. Here are some notable lists of what others think about the game and what they want the game to be. Some we can add and are really happy to, but some are not suitable for the game as we better take the original design as first and highest priority. That’s the way of creativity to give what others didn’t see yet.
- They need dashing!
- Boss is too difficult as only 1 of several folks in the event can beat it.
- We could be able to fine tune more of UI and animation hinting when character begins to act anything ie. a boss begins to kick then it should clearly hint what to expect next. This eases the difficulty to level that most people will feel they’re really good at the game. Of course, there’re some other ways to go around which we addressed that within the team.
- One of the folk take Final Fight to compare with our game in which we would say it’s “taste” issue. You should not damage your game with taste from other games too much. We take feedback but some mechanics from others will ruin the game. So this point is safe for us to be ignored.
- Range in attacking seems to be short. We addressed this issue now, and it can be improved with translating a little bit or so in every sub-combo attack.
- Usually this kind of genre is an easy target for your game to be compared with others. So some asked about the mechanics which are good and cool in other fighting games to be put into yours. You know what we mean here.
Apart from the suggestive feedback, all in all, is they love art stuff and animation. It’s pretty smooth and nice to watch. The game is fun, and addictive. I’ve met one junior fine folk during the transit. I gave him a game to play. He loves it and has played it since then until we reached the event. At last, he’s the only one who can beat the prologue boss. What a nice effort.
Here are some shots!
So what’s next?
We left with a final submission of IndieCade by the end of this month. Develop in Brighton 2013, and IndieCade (E3) are done. We will have much more time to polish and refine the game, and finger cross when we will be submitting it later on. In fact, our build now is complete in sense for Prologue storyline. All necessary features like cut-scene (intro/outro), tutorial, gameplay, dialogue, and boss fight are included, in additional with feedback / enhancement which is applied up on the voice from our friends who had a chance to play our game.
We left you with a screenshot adding with initial refined UI of Ultimate Attack. By removing the clunky circle button to activate ultimate attack on the right in which it hinders the visual, we directly play with Kiki avatar.
Til next time!
SC – Wasin