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About Iskandar

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  1. Eh, yeah, that is great, and all. Still, you could stand to generalize a bit more. As someone pointed out, some of those skills are a wee bit redundant, and quite a bit of them are very rarely, if ever, used. A lot of the game could be generalized and simplified without losing the depth. I admire what you are trying to do, but you are going a tad too far. Jack of all trades, and the master of none.
  2. While a bit more negative in tone than I would have aimed for, Justin has a point. It really looks like you tried to do too much in the first game, and it suffers from that lack of focus. Depth and richness in game play is good, depth jut for the sake of depth is not. A full third of this game could have been scrapped and it would have been better for it. Stop trying to do everything. You have item creation, text based choose your own adventure style stuff, (limited) combat, research, life simulation, and who knows what else all mashed into one game. None of it works optimally. Decide what the main focus of the game is supposed to be, and don't be afraid to ax stuff that doesn't really fit.
  3. Some suggestions for the sequel: Go through the skills with an ax. Seriously. Combine skills that are similar, nix any that went unused or rarely used in this game. The same can also be said for abilities, actions, and phemes. Depth is good, but what you have steps beyond overkill into overload. Remember, fewer but more meaningful trumps many but mostly useless. Focus on the interface. With as much information and game play as there is, the interface must be top notch and polished or players will get confused and overwhelmed. The first game failed at this, and did so rather egregiously. Stop trying to include everything and the kitchen sink. I applaud the effort, but by diffusing the focus you end up bringing down the quality of the entire game. Choose where you want to focus your effort, and get that polished to a high shine. The first game would have been a great game if you had scrapped 1/3 of the lesser used content and used that time to debug and finish up the other 2/3. This same problems happens to writers as well, you get so involved with world building, you wander away from the main story. Be a bit more careful with your bug testing. The amount of major bugs that made it into the retail version is a very bad thing. Yes, you are releasing patches, this is a good thing. However, it still makes you look bad, and not every player is going to check these forums for patches. This leads to negative word of mouth, and lost sales for future games. I don't mean to sound negative. There really is a good game here, and, potentially, a good series of games. This first game is a learning experience, and if you take the right lessons from it, I really can't wait to see what you come up with.
  4. It should be noted that I DO like this game. It might sound paradoxical, but I only pick apart games I like. The ones I don't, I don't care enough to nit pick. And, much as I really kinda dislike the way you designed your interface, there is a very good game here, you just have to dig a bit to find it. I think if you streamline a bit, and make things a wee bit more accessible, you'll have a runaway hit when you get around to making the sequel.....
  5. There is a really good game here, I don't regret my purchase. That said, a lot could have been done to make things a bit clearer for the player. That is quite a bit of information overload, and not a lot of readily accessible help to address it. There are quite a bit of times where I either needed or wanted information on something, and either I could not get it directly (like adding phemes to spells) or could not get it at all (character creation comes to mind).
  6. a) Please add a skill's parent skill in its description. At the end of the day report when you get a message "such and such skill has advanced 1 step" and other places, hunting down that skill can be a bit tedious if you haven't memorized where each skill is in the skill tree. Also, when adding phemes to a spell, a description of what said phemes do would be nice c) Some indication of how difficult the task we are attempting BEFORE we execute said task. Nothing like trying to, for example, "Practice Math" with key skills too low, and not knowing WHY it fails until you dig around a bit. Either color code the task or be a bit more upfront about what skills it needs, and what the current target number is....
  7. First playthrough done. Good game, horrible, horrible interface. Really could use mouseover tooltips on a lot of things, and just some poor, poor design choices overall. It is still a good game, but, yeesh. I really could use tooltips or some description as to what phemes do when casting a spell. I can add all these phemss to a spell, but with no description on any of them...I believe I cast two spells all year.... Would it be too hard to color code things like you do your skill choices? Adventures, especially, so I know before wandering in if that adventure is sort of easy or wickedly hard? What, exactly, is the point of research? Kinda not mentioned in the manual, and I really couldn't find much point to it in game.... Speaking of the manual, some things could have been explained better. The relationship between your attributes and how easy it is to learn certain skills, for instance. Again, a mouseover tooltip or something at creation would be nice, as well, so we can see what direction we are building our student, and a current list of stats and such as you go through so you know where you are strong and where you are not, so you can pick classes appropriately.... Shopping is a pain., no real description of which shop you are heading towards, and the selling system could be smoother. Would it be too much trouble to list the parent skill for a sub skill in the description of said subskill? Some things are fairly straightforward, but other skills or not. Knowing, for instance, that Courage is a Forge subskilll. When I click on a skill, having it tell me what its parent skill is would be oh, so helpful so I can find it later, especially late game when I've got dozens of skills. You've got a real nice game here, but your interface is bad. It really could have used quite a bit more work polishing, cleaning up, and in general making things both a bit more functional and cleaner. I ended up liking the DESPITE the interface, which is not really a good thing.
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