Some Belated Feedback, FWIW
#440 posted by total_newbie on 2014/08/19 14:05:43
So work on ITS continues, I hope?
Just revisited ITS demo v1.1 after having watched part of Daz's playthrough of it, and for the first time I "got" the stealth mechanics and had lots of fun with it.
Obviously the brushwork and everything else is just sensational and I am going to go and cry in a corner now because nothing I ever make will be anywhere near this good, but before I do that, I'd like to post three suggestions:
1) Perhaps make it more obvious in the tutorial that the player has unlimited arrows. Because the tutorial emphasises how precious the poison arrows are, I assumed the regular ones to be just as limited. Once you realise you're free to use arrows to take take down each and every enemy, shoot buttons, etc., it all becomes so much more manageable.
Just one additional sentence in the tutorial (e.g. "You have unlimited arrows", or something like that) should suffice).
2) Even if there is no automatic switch to the poison crossbow, it's too easy to use poison arrows by accident. Having two visually different weapons on screen (not just a subtle colour change in the arrow itself) should make it less likely that the player will use up the poison arrows by accident. (I guess others have made similar points above.)
3) Perhaps explain that when the amulet reactivates, the red pentagram on the floor indicates the player's last position. I guess the text about having to "keep moving" hints at that, but I never understood it before watching Daz's video, and knowing that also makes the stealth gameplay far more manageable.