OK, to start I'll reiterate the stuff I mentioned on IM: - jumping is lovely, especially with that animation<3 - jumping/landing sounds are a bit aggressive for my taste - text voices and text 'slowing' system are charming - the font itself is rasterized entirely too blurry - todo's depth-sorting with regard to the walls
and on to new things: - The music is lovely! :D - The camera movement's is much too swift and abrupt for me (I felt the same way about CT2). The camera needs some inertia/momentum (i.e. acceleration) to smooth out its movements, so it's less distracting. (If only vertically; todo's horizontal speed is slight enough that it's not really noticeable, but with such a rapid jump I feel like the camera is always being jerked around.) - It's a bit odd to have the 'investigate' button make the camera jerk if there's nothing to investigate, come to think of it (although a slower camera acceleration might mitigate that anyway.) - Hill Y position should be based around the center of the character's sprite, not their edge -- Todo's robe looks a bit odd flying out into space ;) Same for the snails... - Needing to select the correct quest item from a menu seems needlessly archaic, compared to the character just recognizing that it's in your inventory the next time you speak to them.... (but, I could be convinced that you should keep it in, if you plan to have humorous responses to each wrong item attempt ;P) - Similarly, it felt a bit weird to have to manually pick up the key, but I could see it being more natural if it were hanging on something, rather than floating in air like pickups do. - Maybe collectable things could have a flicker/glow? I almost didn't notice the pipe... (Or is identifying them in context meant to be part of the game, as in adventure games?)
no subject
- jumping is lovely, especially with that animation<3
- jumping/landing sounds are a bit aggressive for my taste
- text voices and text 'slowing' system are charming
- the font itself is rasterized entirely too blurry
- todo's depth-sorting with regard to the walls
and on to new things:
- The music is lovely! :D
- The camera movement's is much too swift and abrupt for me (I felt the same way about CT2). The camera needs some inertia/momentum (i.e. acceleration) to smooth out its movements, so it's less distracting. (If only vertically; todo's horizontal speed is slight enough that it's not really noticeable, but with such a rapid jump I feel like the camera is always being jerked around.)
- It's a bit odd to have the 'investigate' button make the camera jerk if there's nothing to investigate, come to think of it (although a slower camera acceleration might mitigate that anyway.)
- Hill Y position should be based around the center of the character's sprite, not their edge -- Todo's robe looks a bit odd flying out into space ;) Same for the snails...
- Needing to select the correct quest item from a menu seems needlessly archaic, compared to the character just recognizing that it's in your inventory the next time you speak to them.... (but, I could be convinced that you should keep it in, if you plan to have humorous responses to each wrong item attempt ;P)
- Similarly, it felt a bit weird to have to manually pick up the key, but I could see it being more natural if it were hanging on something, rather than floating in air like pickups do.
- Maybe collectable things could have a flicker/glow? I almost didn't notice the pipe... (Or is identifying them in context meant to be part of the game, as in adventure games?)
Augh! Comment length!