Once more, thanks all for your comments :-D What a nice thing to start the day to!
Spotted your awesome game alongside Beacon in today's indiecade screenshotsaturday showcase!
Congrats!
http://indiecade.tumblr.com/
For anyone curious as to what's been going on with the game, we've made very solid progress, I've just haven't really had the time to update the folks on TigSource and her on GAF as of late. Big things to come in the next month though
Here's some neat new media though showing off the polished environments and combat!
http://gfycat.com/AcrobaticHoarseElkhound#
http://i.imgur.com/zMHoN2C.webm
http://i.imgur.com/ozYSARJ.webm
I saw the Indiecade tweets, yeah! (and went to bed right after as it was quite late :-D). Dunno if we should read into those in regards to the selection for the actual festival. Either way, congrats as well!! Wonder what the next month will bring :-3
Horrible, IMO. AS USUAL, FROM YOU.
NOOOO
I like the look of this. Are you considering doing something like this in the future? With your talent it would be quite stellar, IMO.
Yeah, this is one of the possible designs I plan to develop further after Honey.
Right now I still haven't made up my mind, so it's pretty open: I'm thinking either a non-violent exploration based 2D platformer, the one pictured there (basically a reverse Metroid 2 design, starting at the bottom of a pit you need to climb out of, so heavy on the atmosphere), or a melee-based action/exploration 2D platformer because ANIMATIONS (and there'd totally be an AXE and a CASTLE just because), or a sci-fi adventure game swinging between RPG and point and click mechanics, though the battle system would be a dialog system (that's actually the most likely candidate right now, but I'm wavering at the idea of jumping into another project with so much dialog, now, so maybe I'll leave it for later)... or maybe a sort of sequel to Honey, as I'm figuring out what I think could be a cool design for one as I go along the current one. I won't say much more, except that it wouldn't be *quite* the same, and I think it could be quite fun, especially if people end up liking Honey as a character :-D
That reminds me, though, that it was suggested in this thread to jam for a bit a few weeks for now? If someone has a cool idea and groundwork for a 2D melee platformer and wants some axegirl animations (not the one from earlier, but that doesn't mean we can't design our own Raiyaki <3), I might be persuaded to leave Honey for a few days/weeks!
fuck all tutorials.. give the minimum info necessary so the player understands how to play, but a lot of explanation and linearity is boring IMO.
Most people playing games aren't dumb, they can figure things out if you give them just enough.
I wouldn't say fuck it all, exactly but yeah, I'd try to limit the artificial exposition.
If at all possible, I'd make the tutorial part of the overall context, and possibly something the player doesn't even realize is a tutorial. Thinking back to Super Metroid with the animals climbing out of the pit here: you're funneled into a clear situation with no way out, and you have a clear visual explanation of what you're expected to do to climb out... but there aren't big bright button prompts to prod you, and you're not even expected to get there at all in the first place. Another example I remember loving was Advance Wars, where the tutorial was a clearly segmented section, replayable apart from the actual main campaign, with its own plot. That made it a fun mini campaign. And then they had to ruin it in AW2 by making it a mandatory part of the main campaign... same thing happened to Fire Emblem, actually.
For Honey, I've made it a place you can choose to go to (Coach's gym), where it makes sense that someone would be there to give you tips - and even then, it's not about button prompts, but contextualized comments. And you might want to go there to talk about other stuff than learning to fight, too. And other stuff might happen there. And... so yeah, I hope it doesn't feel too much like the tutorial area in the end, because it's not really one! (as for the VN part... I hope I won't need to underline "press a key to keep reading" :v)