- Add a warning to the start game process if the user chooses a party of less than six members. The game does not make it immediately apparent that you can add up to six members.
- The starting dungeon may be too long and confusing. Three exits may be too much, especially when two of them dump the player in the middle of the forest rather than near the path to the city.
- The starting dungeon needs more loot that can be easily found. I'd like the player to have a decent selection of items by the time he gets to Ichiba.
- There should be an early way to resurrect characters. I was planning to sprinkle a few early game resurrection powders, think I forgot though.
- The inventory screen doesn't make it obvious that the top left corner of the item icon is the mouse click point. Something like a dot or a triangle needs to be masked over the icon.
A party-based, first-person, fantasy CRPG with phased combat, class-based character progression, and programmer-art. I called it "old school" until the term got trendy. It started inspired by Wizardry VII and the lack of a free open source alternative. Today we are living in the indie revolution and there are far more influences, but the game still clearly shows its Wizardry lineage. It's playable end to end, but there is a lot more to do before it's done. This blog tracks that work.
Wednesday, April 6, 2011
Usability Notes
Here are some notes taken from play testers. The interface and the default campaign have confused people in some ways.
Labels:
development
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment