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McKain
Dec 15, 2009 5:13pm Entropy Suggestions Haz sum shuggeshuns! Re: Terminology Firstly, I’m concerned about the concept of particle “time.” Obviously it makes it easy to conceptualize where you stand time wise, but it’s not easily conceptualized in the tutorial (or explained much, for that matter). I would throw out that “weight” might be an easier term for people to gr… show moreEntropy Suggestions Haz sum shuggeshuns! Re: Terminology Firstly, I’m concerned about the concept of particle “time.” Obviously it makes it easy to conceptualize where you stand time wise, but it’s not easily conceptualized in the tutorial (or explained much, for that matter). I would throw out that “weight” might be an easier term for people to grasp. All you have to do is tell them the core loses 1 arbitrary-weight-unit per second due to friction or something. Also, a crazy thought for modifiers: Re: The Tutorial Firstly I think a back button would be good just to make review easier. Overall it needs a little more flair. The text should be positioned closer to what it’s describing and its size needs to vary to break things up to the eye. Re: First slide It needs more design. Not my strong point, but here are a few ideas. “Welcome to Entropy” should be big and bold in top center third. “This tutorial will explain the basic gameplay mechanics.” Maybe throw in a spinning top-down view of your atom. The Quit and Continue buttons are self-explanitory. Re: shell attachability: Instead of “A shell is attachable under 2 conditions: It is not carrying more particle than the other 2 shells and it is carrying less than 5 particles” it would make more sense to say (styling however, of course) “A particle/modifier will attach to the shell with the fewest particles, ignoring other shells and shells can carry (hold perhaps?)at most 5 particles/modifiers.” Re: Full shell example: It might be a good idea to number the particles, or otherwise make it easier to visualize the outer ring is full. Incidentally this would be great for in-game feedback (i.e. highlight the active shell and indicate full shells some way). Re: Modifier introduction Not a whole lot to change. I would intorude them like “Alien particles which can help you or hurt you.” “Most modifiers will attach to shells just like particles; however, you can’t manipulate them.” “As the name suggests modifiers modify the behavior of particles on their shell. For example, every 5 seconds the Time+ modifier gives every particle on the shell an extra 5 seconds of time." Re: Explaining the anti-matter connection A link line would probably explain the connection a little better. Think of them like anti-matter!" Re: Core Breaker This is an evil modifier which ignores shells and attacks your core directly. Unfortunately, science dictats it can only be detroyed by particles on your outer shell (you break consistant terminology here!)" Re: Actual Gameplay It lacks a lot of strong feedback elements. My biggest desire is for the active shell to change colors (the shell itself rather than just be given a glow) and the same for full shells. (I did just notice little pips indicate "active"ness but they’re not visible enough.) Also, it needs a pause button like woah. I thought of a way that would let you speed everything up without making it impossible but I forget what it was :< Re: Acheivements You need to increase the tiers a bit more. I’ve already got full Matchmaker and Surgeon and almost full Mover (just need 4 minutes!). It would also be nice to highlight new acheivements. Re: Design Maybe it’s just me but it feels too grey. It could use more contrast. Either that or just fewer gradients. I like the clean look of the title screen. More of that might work. not a designer show less
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McKain
Jan 7, 2008 1:11pm |