Some comments I received
This is the second post, the other one is under Hazel (it's the same user M. providing both very extensive and insightful feedback).
- (paraphrasing) frame rate slows to 2-3 fps with reshade on so I had to disable it
That's way slower than I thought it could get. What GPU are you using? In the final release will have two icons to click on, one that runs the game without reshade without having to use the Home key and click the 3 checkboxes
- the usage of shader effects doesn’t help while the game underneath is exhibiting traits which only exist in modern games. As an example, the way that characters move and how the scrolling is implemented is extremely smooth
I like that there's people who notice stuff like this lol. I totally agree, and the only reason I ended up accepting it is that once I disable it, it looks far, far worse than you'd expect, and distracting as hell. To the point you wouldn't want to have scrolling at all. I should record a video to show you, not sure if it will be represented correctly but with pixel by pixel scrolling it's just horrible. I went to see how Lucasfilm did it, they scrolled by multiple pixels, and it's even worse.
- The change in the colours used for the under ground vs. the above ground parts of the game seemed quite large, but perhaps that helps to differentiate the two environments.
Not really, fundamentally it's the EGA palette. Unless I was to make all the screens dark blue (which doesn't work with the story as they have to be outdoors too) the color palette is just going to produce this vastly different effect. I am aware of it.
- I was stuck here for a while because I couldn’t find the ring, I’m honestly not sure how I managed to find it. It seems a very unfair first puzzle
Can you propose an alternative?
- The parts that felt the most awkward seemed to be where characters were speaking but the portrait graphics were not displayed, i.e. there is no visual indicator that two characters are talking, the only way you can tell that a conversation has ended is by waiting to see if more dialogue appears. It also felt a little strange that a conversation with another character can seemingly begin without the character portraits being shown, but then later the portraits will suddenly appear (I think talking to Dr Crowe in her office is an example of this).
I'm treating the portraits the same way a director would use close up shots. The portraits appearing in mid conversation are supposed to increase the intensity or closeness of the dialog. The mouth/head should be moving when portraits aren't displayed. Are you saying the mouth is not moving? If it does move that's how all the Lucas games worked. If it's not moving we have a problem :)
- The largest problems I had were around the logic for combining concepts to create new concepts. I like the idea in principal, but there are so many potential associations and links which could be made [...]
I think my main worry for developing Angelgaze into a larger game is that the same mechanic would exist in exactly the same form and become critically important to story progression
Absolutely agree - I fully intend on going back and doing one pass just to make sure that the combinations are at least somewhat obvious so one doesn't have to brute force. I am aware how annoying it can be to have to brute force and things not even being obvious in retrospect. Please see this as a showcase of the mechanics more than the final product. Incidentally if you have any ideas how to restructure the concepts based on the information in the game I'd be curious. It's just insidiously harder to craft these than one might assume, so there's always a temptation to figure it out later after assets are done.- I had similar issues when highlighting sections of the manual with the blue marker pen, I ended up clicking on everything because the correct sections didn’t seem particularly more relevant to incorrect sections, and it didn’t seem feasible to replay the slide deck to look for specific information.
Agreed here as well! It's tricky to really simulate the experience of searching, without making it seem arbitrary. How would you change it?
- My confusion increased when I accidentally found that I could highlight the telephone extensions list, but the game didn’t tell me to do that. Maybe I’m just not very smart, but I would be worried that these parts of the game are only working well for you because you wrote the solutions.
The idea was that you can highlight more things than are actually necessary. Without finding the 3 big things it won't let you progress. But everything else (extension numbers, alcohol/coffee etc) is optional.
- The only UI component which felt strange was scrolling text, such as when reading a concept that contains more than one page of text. Scrolling the text a page at a time probably makes it harder to read than scrolling a smaller portion of text.
So I tried line by line scrolling and it was even more confusing because characters appear to just flip like in the Matrix. What we have today is pixel scrolling that's what everyone's used to. I have to do more experiments with that TextMeshPro component and see if it can be done, I think the issue is that you then need another scrolling component on top of it - so far everything with UI and text has been an absolute nightmare in Unity... But I do see your point, I will take another look at some point.
- Having “Think” as a button in the UI feels strange because it doesn’t work the same way as any of the other buttons.
Agreed, I think the reason it's there is so you can go into the think screen from a dialog (when the lower verb buttons are hidden). Probably should just be text?
Thanks again for the comments! Everyone else welcome to chime in!
Files
Get Angelgaze
Angelgaze
90s EGA Point and Click adventure
Status | In development |
Author | retro.kiss.games@gmail.com |
Genre | Adventure |
Tags | 80s, 8-Bit, 90s, Femdom, Narrative, Pixel Art, Point & Click, Retro, Synthwave |
More posts
- Small bugfix, moved NTSC to Unity, drop osx/linux support28 days ago
- Sycamore lodgeJun 24, 2024
- Experiments with 3DJun 14, 2024
- Apparently works on Steam deckJun 12, 2024
- We're on SteamJun 07, 2024
- Shaders on linux fixedJun 05, 2024
- New Linux buildJun 04, 2024
- Help get the word outMay 29, 2024
- Not a major spoilerMay 27, 2024
Comments
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I played the demo. Couldn't find the ring. And... that was it. I still have some impressions:
- The art is fantastic, the atmosphere and mood are very strong.
- It would be nice to go full LucasFilm and add keyboard shortcuts for every verb. Either with the first letter of the verb or with a corresponding layout (old LucasFilm Games had Q,A,Z activate the verbs in the first column of verbs, W,S,X the ones in the second and so on. It was nice, reduces moving the mouse.
- "Think" doesn't do anything. Is this some kind of design statement? :)
Good luck!
Haha Think will do something I am introducing it a little bit later. But yes, it's also general life advice :)
What are the shortcuts for each verb? I can add those yes.
And.... for the ring it's a /spoiler so come on the discord and I'll help you out
thanks!
The LucasFilm Games shortcuts with your layout would have been:
Q - Push
A - Pull
Z - Give
W - Open
S - Close
X - Look At
E - Walk To
D - Pick Up
C - [no verb there]
R - Use
F - Turn On
V - Turn Off
T - Talk To
G - Think
B - [no verb there]
As you can see they mirror on the keyboard exactly what's in the UI:
This approach is used in Maniac Mansion, Zak McKracken and Indiana Jones And The Last Crusade.
When LucasFilm Games got renamed to LucasArts, the style of verb shortcuts started being like this (these are from Indiana Jones And The Fate Of Atlantis):
G - (G)ive
O - (O)pen
C - (C)lose
T - (T)alk to
L - (L)ook at
U - (U)se
and in cases where there are conflicts, you'd have to choose another letter for the conflicting verbs:
P - (P)ick Up
S - Pu(s)h
Y - Pull
However, I think this way is WAY worse for the following reasons:
1) The games of the LucasArts era have less verbs than the games of LucasFilm Games era, so there are less conflicting verbs but in your case they would be more
2) The more 'modern' way may seem more intuitive but in reality requires more movement to hit the right key, whereas the old CGA/EGA layout above is way more comfortable because it corresponds exactly to the layout of the verbs in the UI
3) Your game isn't trying to be a callback to the VGA LucasArts era anyway, so I think the old layout would be more appropriate even just for historical reasons.
Regarding the puzzle, I'll suffer a bit more when I find the time and then I'll probably drop in for a hint in your Discord. Thanks!