well I obviously had to but didn’t intend you to look stupid, just explained because you apparently misunderstood. I don’t see how that makes you stupid. Explaining it to you is just a good thing. Also you wrote
which I don’t consider nice either. But let’s stay on topic.
I wasn’t very impressed with the demo. Seems like a poor GDT clone right now, with a badly designed UI. The ideas they have are interesting, but the execution of them isn’t very good.
But hey, it’s an early demo, I hope they’ll improve it later. It seems like it’s programmed in Smalltalk.
I’ve played the demo a few times and it’s really really weird… The way they have the rating system is complete bonkers right now… There’s no averaging, just straight out fail if you don’t score well in particular areas…
It makes sense in the way that certain things are much more important to certain games. A strategy game with poor gameplay or AI is worthless, even if it’s perfect in every other way. It’s counter-intuitive since the player isn’t explicitly told which parts are important during the review, it’d probably help a lot if the review process said something like “A strategy game with poor AI? What a waste of time.” For some genres it’s a lot more obvious than for others, so it does seem strange, especially so since the player isn’t told during the game that is how it functions, so it can be absurd that your game has 8s and 9s in everything except one area where there’s a 4, and the game’s overall score is 5.
I understand their concept for the review system, but just like you said, there’s no way to know what the genre’s are looking for and you get punished hard because of it…
The rating system should be nerfed just a little for the easy and medium difficulties, whereas the “pro” difficulty can remain the same or be even more harsh.
Played their demo fora couple hours. Really hating it. There’s no context for any of the settings you make for your game. Budget, development focus, what is going on in general. This game just makes no sense. They even have a part where you design the exact look of your box art. Choosing a type of box, selecting a design and logo. Changing the colour of the text for the game’s title? None of it seems to make any difference and it’s highly cumbersome and useless. The game ratings is hard to understand in any meaningful way. The pros and cons are confusing. It gives you no clue as to what is important to develop for different types of games. The game reviews have 3 different screens, and by default they only show you 1 of them. All 3 are meaningless, but you wouldn’t even see the other 2 unless you intentionally tried to find them. Also, at the beginning they make you select a wallpaper that is also completely pointless. It feels like they just threw in everything anyone ever suggested with no purpose for most of it.
Hopefully Greenheart Games looks to this for example of what not to do for their sequel.
The rating system is the absolute downfall to the game. I can’t get past my 3rd game without going into debt… It seems no matter how many translations I have or budget I put into, I still get the same amount of sales…
The other issue with the rating system is that it’s way too sensitive on the ratings. It does give some details as to what should be improved, but with so many sub-genre’s, it’s just confusing…
Toss in some pretty bad graphics and the game’s just not worth the trouble for me…
Graphics aren’t everything but everything in that game is a dark shade so I don’t get a good vibe from it. … Maybe it’s why I was able to stick with GDT when I was having issues starting… Who knows?
Overall, there’s tons of room for improvements and I do mean improvements… Not add-on consoles, events, etc… I’m talking about mechanics and the look of the game.
If anything, it’s definitely worth looking at for GHG, just to see any features that they might want to add on in the sequel…
It needs weeklong coffee sips and head scratching maybe a charactor that actually uses a keyboard or moves OH and bubbles LOTS of Bubbles.
Kinda joking and not on that is hard to pay attention to a non moving picture for to long GDT does it right with those things they really do help you focus for some strange reason.@MrRain@Larry_Meredith and @Darkly together described it right.