I forgot that most of the really early adventure games didn't have the clickable walkable areas until you reminded me of it with this game. I guess there is no real reason to have it unless you want to makes the scenes bigger by having them scroll.
One thing I would change is the opening scene. I had no idea who that guy was in the beginning and yet I was being asked to make dialogue decision for which there was no clear context for. I didn't know what was a lie and what was the truth. I think it would have been better if it just played that part out on its own.
But I like the graphics and the story is interesting. Keep working on it, I look forward to seeing the completed game.
I've heard that before - Chrome has gotten pretty agressive in blocking stuff... Here's a guide how to disable it.
By the way, the new demo is done Content-wise not a lot has changed, it's mostly polish on GUI and dialogue, additional animations, new music and bug fixes, but if you want to take a look, grab it here!
At 1280x720 (only choice) the screen was squeezed horizontally. It looks good otherwise, really be interested in a tutorial, maybe Chris could do one. This format could be used for non-games, like slide shows, etc. Was it complicated to figure out the Dialog System part?
Are you playing on a netbook or an old PC? At a desktop resolution other than 16:9? I've locked off all aspect ratios except that one, since that's what the game is designed for, but I don't know how that behaves on non-16:9 monitors. I've enabled Force Aspect Ratio for the next release, maybe that helps.
The Dialogue System was actually pretty easy to set up. I did have to dive into the extensive manual, but about a week before a deadline I needed a new system to do conversations and ended up with this, learnt it in an afternoon and made it work, so it can't be that hard
Yep I think it auto selects the closest native resolution. If it's 4:3 that must be pretty squashed yeah ha. Now that I force the aspect ratio on the backgrounds it should be fairly okay.
You can quit the game by tapping Esc and selecting QUIT.
I really liked it very polished I thought and shows good promise. I am also old enough to remember when this would have been cutting edge, so really exciting to see games like this by mostly one person. (thanks chris too)
The only thing I would say at this stage is that Sofia checking her phone so often really wound me up! might be better to have her standing there not doing anything that that?
Comments
One thing I would change is the opening scene. I had no idea who that guy was in the beginning and yet I was being asked to make dialogue decision for which there was no clear context for. I didn't know what was a lie and what was the truth. I think it would have been better if it just played that part out on its own.
But I like the graphics and the story is interesting. Keep working on it, I look forward to seeing the completed game.
in a tutorial, maybe Chris could do one. This format could be used for non-games, like slide shows, etc. Was
it complicated to figure out the Dialog System part?
The monitor it runs on is usually 1280x1024. I noticed there's no
way to quit besides clicking the icon and 'close window'?
Hey guys! Just letting you know the demo is down
Ah yes, I changed that URL. It's at http://timhengeveld.com/blackfeatherforest/