The inventory is really sluggish to navigate through. I can't tell what she will/wont equip, I had no idea that death coin thing would 50% your HP, and it's really hard to see how much gold you have, or check the stats of the clothes you're wearing.
- You can use mouse too in the inventory.
- Inventory is divided in 3 zones. Left one are for not equipable items. Right one is for weapons (and so equipable), and middle one for clothes (equipable too) and undress option.
- The death item is more a joke than an usefull item. But I've planned a boss that requires the use of it, hehehe.
- I agree about the gold.
- I had no space for adding more text fields... But there are 3 ways to check the stats:
- Watching status table (Q) before and after equipping the item.
- Traders' menu show items' stats.
- Crafters' menu show them too.
Something that tells me "C to kick, Q to open stats, W to open inventory", rather than needing to press all the buttons to figure it out. You can achieve this with a tutorial, a wall of text readme, a picture, or just a more informative UI.
Every key use is explained in a box at the config menu. Maybe I could do it more user-friendly.
Text readme is avoided for most users, but some kind of documentation is a good idea.
Actually, very long time ago someone come up to me with a proposal for a PDF guide for the game... I said OK, but the project vanished...
u_u
Speaking of informative UI, what I was personally looking for was an
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(this is just an example, but having side tabs that the user can click to show a menu/stats/inventory would be nice) rather than a nothing-except-HP-bar view.
The problem is that I wanted to create a game with huge characters, and enemies. Same style as classic RPG-maker H-games but adding more action and great sprites, so people can feel more inmersive into the game. Player enjoys more the game if he/she has more control over the character (look, clothes.. etc). Even more when the character is a big animated character rather than a 32x32 pixel art.
Sorry, I'm rambling. But the fact is that I wanted big characters in the game. So, I need insterfaces as minimal as possible, because the bigger and more they are, the more part of the screen they hide. And player can barelly see enemies approaching. That's why I did a very simple and small interface.
But you can always press Q and W to show more options.
Since early game it could take <5 hits to kill you, showing exact HP is nice (like "7/15") so the player knows how many more hits they can take before dying.
That's the eye for, hehehe.
Having a mini-settings in the inventory is a bit weird, would rather move the key config and save to separate menus.
I did first for simplicity. But if I do it, I'd need a key for display this new menu (with the config, load/save options, etc).
Also, the save tool can be dropped. I get that you're making saves a scarce resource, but I don't know if I'd recommend this - it will probably be a top reason why players quit the game.
I'm against infinite savings. But I could do like drug dealers: givin more initial saving pages at the beginnig, and once the player is adicted to the game, make them scarce.
xD
By design, it's much easier to be killed while moving down rather than up since enemies attack your feet and the viewing distance below the feet is much less than above it. Fast monsters like snakes could come in and chomp off a good portion of your HP.
Mmmmm, I didn't realise about that.
Hope this helps. On another note, I do see all the work put into the main character with her flowy pony tail and breathing boobs, so kudos there. Good job optimizing the performance and file size as well.
Thanks
^_^