2/2
The ending sequence pausing to animate the blooming flowers is annoying and flow breaking. The end is misleading, because animals block a cave, it tells me I'm meant to get in that cave, but you can't. Don't put a door there.
The reverse pads are pointless. It would be better to just not enter dark caves, and jump down at the end. Futuristic arrows don't fit the setting either.
Ginger lights fires and fire doesn't?. A standard flaming torch would add more depth since water would be both good and bad for the player at different points.
Why are the trees animals and not just trees. You can't walk in water, except when you can, and when you can you crawl.
1 /2
You should only collect the water once, it's tedious, and inconsistent since you don't have to do the same with soothing water.
Use of water is inconsistent, since it is for trees, and only certain roots. You pour water on flames, except when you don't.
The log should fall into the river, it feels like that is what the player is meant to do, and logs serve no purpose but being in the way anyway, so a one time use if fine. It is inconsistent with the seed that falls into the river.
ALL prompts are unnecessary. Auto jump down the arrows, auto climb the vines, always plant a seed, always use water, there is no point not dong these things.
This could be a really good webgame with just a few minor tweaks:
1) XP from enchanting
This would lessen the MASSIVE grind, and give more incentive for player to enchant. XP grinding is an enormous flaw in this game, and enchanting is also quite a time sink, so this kind of solves both problems as far as time to fun ratio.
2) Jump over ledges
Kind of annoying you can jump super high but only use is hitting flying enemies, but taking it out would take out combat variety.
3) Get rid of empty chests
They serve no purpose. Drop rates are enough to cover if there is a drop or not, empty chests are just a middle finger to the player
4) Horizontal border thinner. Generally nicer to look at, plus better view of the battlefield/town
I don't get the camera, how do I interact with things in the photos?. I've seen the X to use the hammer, but I can see items, and take photos of them, but cant find a way to actually use them
Would really appreciate: disable feed(I know what just happened, I was there), disable animations, disable shadows
Runs very slow for me, and I regularly emulate console games.
5) Letter puzzle: The implication is an anagram, there should be a shape marking where words will go. The answer doesn't really mean anything "Jay Games" instead of "Jayisgames" "play casual" instead of "casual gameplay escape". Absolutely stupid.
6) DJ puzzle: Color coding implies the solution is the text, particularly since the EQ squares behind it are barely visible.
7) The first square puzzle
8) There is no use for that plug, shouldn't be in the game
9) The light is also bad, it implies each wall has multiple states, but really its a single use button
10) JIG puzzle: more red herrings. "JIG" has no meaning "refreshing" to me implied "F5", especially since the puzzle implies 2 letters, and a single "J" means nothing, perhaps put in each letter of JIG? nope.
1) Tangram puzzle: hideous, the mismatches make it counter-intuitive. A simple tangram is obvious, but with the random images players tihnk there is more to the puzzle, and with surplus pieces they will try to make puzzles simultaneously.
2) Peace Tank should conclude, it implies you have a second round, extremely easy to program.
3) The number puzzle is full of red herrings. The answer is a dice lattice, but the poster gives all knids of numerical clues such as multiple numbers shown on the dice, and different interpretations of the 3 irrelevant cards [1,10,10],[1,11,12],[11,11,12],[A,J,Q],[1,10,17], etc.
4) Running man: Having the entire puzzle reset with each fail is TERRIBLE game design. The laser timing would not be an issue if the reset didn't happen. The green lights also imply you should hit them rather than not hit them. You are either totally unaware, or you think giving players the wrong information makes it "smart design" because it is arbitrarily harder.
11) info box when hovering items should never be out of view, incredibly annoying
12) remove dead allies from the screen when they die
13) capitalize place names and enemy names
14) sort mana gauges (alpha, max)
15) auto sort memorized spells alpha
16) auto sort inventory alpha (seeing a pattern?)
17) filter unwanted loot into gold
18) sort homes by floor space default
19) notify player when one item of furniture will replace another, sort by floor space, sort by owned
20) sort adventure locations (level(default), distance, type)
Simple features desperately needed:
1) sort spells(alpha(default), type,learned)
2) if you cant afford something grey out the resource in the list they dont have enough of so the player knows what they should be focusing on
3) have actions continue when not open. idk if unique to me but i find my game exactly where i left off when i open it again
4) memorized spells in the adventure screen
5) more variety in item drops
6) a little bit more padding between text and broders
7) sort resources (alpha(default), max)
8) group resources by type and hierarchy: {scroll, codice,tome} {gem,arcane,etc}
9) group actions by type
10) enchanting: highlight "select" button of item selected, remove "target:" text, sort enchantments alpha
I increased it.