Re: Amber development
Posted: Wed Mar 29, 2017 9:30 am
A few comments:
1. That alignment change scale looks really long. I know you might need that many values internally, but would it hurt to only show half as many circles? (Like each circle represents +/- 2 alignment)
2. Based on some earlier texts versus your menu UI, you use "tier1" in some places and "Tier 1" in others. Are you going to fix the buttons?
3. The price discount thing is confusing. It's not clear which is the original price and the red arrow makes discounts look bad (where discounts can be good if you're buying!).
The most important information is the current price, followed by whether it's higher or lower than usual. I think maybe you can list it as: Current Price ([arrow] difference from original). So for your examples above, it'd be: 65 (v 8 ), 62 (v 7), 62 (v 7), 49 (v 6). I'm not sure if up and down arrows are better than plus or minus signs. On one hand, the arrows highlight the discount better, on the other hand a red arrow draws negative attention and I don't know if this is actually all that bad.
As a sidenote, I think a quality system on a scale of 100 may be a bit overkill, especially if 46 vs 49 quality is a difference of 3 gold! You probably could've gotten away with a scale of 5 or 10.
4. It's hard to say about this game without playing it. My general comment on many of your other games is there's often too much repetition of the same thing, whether it's SotW, QoT, Loren, etc. It usually feels like you're required to do 2x as many repeat-this mechanic actions as the game really needs and that tends to hinder the pacing (12 guard fights to find Chalassa in the coliseum, 50ish robbery battles between main story QoT missions, etc.). I think the systems you design tend to be interesting at first, but when you're stuck with the same puzzles and challenges for too long, you've seen them repeated several times and become able to predict how they'll unfold before you even try. Whereas I think it's often better if you have more possibilities than you actually need to use/see, so that way your play-throughs might have some minor variation ("oh cool, I didn't see that last time!").
I don't know what you're aiming for in terms of rough # of crafts to beat the game. Some of the WW RPGs tend towards a bit over 400 battles when it seems 200 would've worked better. So maybe if you have a gameplay goal like "expected to do 200 crafts", you can balance the reward pacing around reaching that target.
1. That alignment change scale looks really long. I know you might need that many values internally, but would it hurt to only show half as many circles? (Like each circle represents +/- 2 alignment)
2. Based on some earlier texts versus your menu UI, you use "tier1" in some places and "Tier 1" in others. Are you going to fix the buttons?
3. The price discount thing is confusing. It's not clear which is the original price and the red arrow makes discounts look bad (where discounts can be good if you're buying!).
The most important information is the current price, followed by whether it's higher or lower than usual. I think maybe you can list it as: Current Price ([arrow] difference from original). So for your examples above, it'd be: 65 (v 8 ), 62 (v 7), 62 (v 7), 49 (v 6). I'm not sure if up and down arrows are better than plus or minus signs. On one hand, the arrows highlight the discount better, on the other hand a red arrow draws negative attention and I don't know if this is actually all that bad.
As a sidenote, I think a quality system on a scale of 100 may be a bit overkill, especially if 46 vs 49 quality is a difference of 3 gold! You probably could've gotten away with a scale of 5 or 10.
4. It's hard to say about this game without playing it. My general comment on many of your other games is there's often too much repetition of the same thing, whether it's SotW, QoT, Loren, etc. It usually feels like you're required to do 2x as many repeat-this mechanic actions as the game really needs and that tends to hinder the pacing (12 guard fights to find Chalassa in the coliseum, 50ish robbery battles between main story QoT missions, etc.). I think the systems you design tend to be interesting at first, but when you're stuck with the same puzzles and challenges for too long, you've seen them repeated several times and become able to predict how they'll unfold before you even try. Whereas I think it's often better if you have more possibilities than you actually need to use/see, so that way your play-throughs might have some minor variation ("oh cool, I didn't see that last time!").
I don't know what you're aiming for in terms of rough # of crafts to beat the game. Some of the WW RPGs tend towards a bit over 400 battles when it seems 200 would've worked better. So maybe if you have a gameplay goal like "expected to do 200 crafts", you can balance the reward pacing around reaching that target.

