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Posted

I agree that the graphics are nice and the gameplay works for the most part, but the characters really don't work (for me!!). I was a bit embarrassed to play it at work, since other people could see my screen, haha.

Regarding not having the budget or time to do cutscenes to do "character introductions", what about posing the models and then doing paintovers, so you have narrated/written storyboards? Like that other game I can't think of right now.

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Posted

agree with insta. great game, bit weird main character. i think the idea for the character works but the proportions and animations dont get across quite right. obviously this is nitpicking on a game that's already so advanced and good fun to play!

Posted

BEFORE:

pirates2.jpg[/attachment]

- I think you need character portraits, because usually the player model is standing right in front of them and I can't see who's talking.

- Use fewer words. Use colored text. Do what Zelda does, basically.

Holy crap wall of text. Hire CJ as your writer guy, he's done a way better job.

Posted

frie i thought that was all fixed ?! both german erro msgs and credit not getting accepted ?!

Our payment processor started to outsource credit card payments to a different company around our release who clearly do not get their shit together. Thanks for your purchase Tay and sorry about the inconvenience! Paying directly via PayPal or selecting PayPal, then "pay as guest" and then entering your credit card details seems to be more reliable for the time being.

Posted

:-D

Something that I've always noticed but assumed would be looked into with time is the way the camera moves. At the moment it feels quite stiff and overly fast in comparison to what I'm used to in comparable games, even on the PC (eg: Psychonauts). Also the way that it seems to turn at the same speed as the player character feels a little jarring, as in this kind of game you're usually able to run around without the camera necessarily spinning to follow you (this can be seriously disorientating).

I think the camera would feel quite a bit better if it weren't snapping to the player character so tightly and a bit more easing to its motions (ie: it speeds up and slows down with a broader gradient), and it could perhaps benefit from being a little further away from her too. 3D platformers have spent many years iterating how to get the camera feeling just right and there's a lot of games to be inspired by. :D

Other than that I truly love the way this game looks and feels. The art is so wonderful. :-D

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