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AMKitsune
AMKitsune - - 1 comments @ realbboy Infiltrate 1 0 6 1

The mechanics of the game are really fleshing out well. With the inclusion of enemy hearing, I've found that the sprinting by default causes the clannfear and scamp in the tutorial level to hear you as soon as you run past. I'd suggest changing the 'shift toggle' for sprinting to a 'hold shift to sprint' method. This way, player would move more stealthily by default, and sprinting would have to be a conscious choice on the players part. If they player 'does' choose to try to sprint past these first two enemies, it's close enough to the beginning of the tutorial that if they get caught, it's no big loss (that'll teach them not to try to sprint behind enemies).
Secondly, unless there's something I'm not aware of, there doesn't seem to be any way to collect the contents of open crates without either using magic to move/destroy them or walk into the crate (causing minor injury). If you were to include the ability to collect near-bye collectables by 'e pressing' them as well as walking into them, player could loot crates by effectively single pressing e to check them and pressing e again to take whatever may be inside. Also, the 'you hurt yourself' message appears even when making contact with things when not sprinting. I get the mechanics reason for this, but it seems a little odd to take damage from slowly walking into a crate or wall (you take so little damage to, it's almost pointless).
thirdly, seeing as there's now even more information to be displayed to the player (health, magic, score, gold and most recent message), I'd strongly recommend dedicating a narrow strip along the top (or wherever you see fit) to a status bar of sorts, sort of like they had in the old castlevania games. They had a sizable portion of black space at the top of the screen dedicated to clearly displaying things like player health, power ups, score ,e.t.c. Now, at this stage, you wouldn't need to dedicate anywhere near as much space as the old castlevania's did, as you've got much less information that you need to get across, but an area like that would allow you to notify the player via text updates without obscuring the gameplay area (imagine how much easier to read it could be to. White on black text for example?) and even portray health and magicka as scale-able bars instead of descriptive text or fractions.
Feature wise, the game's feeling really good. I think what's letting it down at the moment is the general visual design and UI. For instance, the main menu screen is a mess. No offence, but it's visually messy and hard to read. Not hard as in 'I can't figure this out', but hard as in 'this could be easier to scan over and interpret'. I don't know if you have kind of 'data permanence' between play sessions, but if it's possible, it could be worth implementing the tutorial level as the first level, just to make sure every player get's to see it at least once. (speaking of which, I don't recall any mention of rug 'noise dampening' anywhere in the tutorial or help screen. Is that going to be mentioned or left as a 'hidden mechanic'?)
Finally, assuming this is possible, I'd suggest including some 'oblivion transport tiles' into the tutorial level. Assuming that oblivion can be used to warp out of and back into the same over-world level (a bit like the nether in minecraft), you could block off the path in the tutorial level with a wall with oblivion portals either side and tell the player what they are with a piece of text. That way, the player would know what they are and would have to use them in order to progress through the tutorial. I'm not sure how these portals work though, so whether this is possible or not, I don't know.
And that's pretty much it for now. Well, that and how did your exams go?

Good karma+1 vote