Hey everyone! I've recently finished de-bugging my storygame for the Manifest Destiny contest, Ruins of Anzar, and intend to republish it officially soon. First however, I'm hoping I can get a few people to beta read it (or beta re-read it, if you've already played once) before making it public again. Is anyone available to give the story a play through and give me some feedback on the new edits?
In addition to general feedback, I have a few specific questions for beta readers:
1) Did any of the puzzles seem counterintuitive, or was the answer not obvious enough? I don't mind some being difficult, but the answer should at least make sense in retrospect.
2) Does the difficulty level of 4 and maturity level of 2 seem accurate?
3) Would this game benefit from having an in-game hint book guide? This guide would include multiple hints for solving puzzles before revealing the answer. Alternatively, would this game benefit from having an out-of-game hint guide, such as the walkthrough forum thread used by many other games on this site?
4) Was it clear how to use the constructable items, or should that have been explained better?
For those of you who played the first version (the one entered into the contest), here's a list of the things I changed:
1) Items such as the torch and hatchet are now constructable directly from your inventory.
2) Unlocking the secret passage is now a more involved process, and requires using the lens at the specific scene, rather than having read the scroll automatically open the link.
3) Some puzzles now have flavor text describing how using the incorrect item fails.
4) Most items now have descriptions, and the map's function is more obvious.
5) Many specific bugs and typos were fixed.
Finally, I'd like to give a big thanks to the people who have already played the game and given me feedback, especially mizal and Camelon. Your responses were very helpful!
How soon do you want to republish it?
Soon-ish, it depends a lot on how quickly people respond. I don't have a specific deadline in mind, but I'll probably publish it as soon as I get enough feedback to be certain the game is enjoyable, and there aren't any more bugs I missed. I'm not asking anyone to rush through reading it though, if you're interested, take whatever time you need for it.
Yeah, if I were starting this from scratch, I'd probably avoid adding the hatchet to the game. It kind of stretches credulity for me to explain why it can't be used in most of the situations. If I do something like this again, I'd either cut it out, or have it be useable in most of the situations it could realistically be used, it's always fun as a player when you get to use an item multiple times.
I've never played a purely text-based parser game, but I've played and really enjoyed a number of games with similar exploration-based and item-based mechanics, just with more complex artwork. At one point, I tried to make a paper-based one of my own, which predictably didn't go too well. After making my first game on here and actually learning how the CYS editor works, it seemed like a great opportunity to create one now that I had access to actual computer coding tools.
I'm obligatorily bumping this thread so it doesn't get lost in the bowels of the writing workshop. Anyone availiable for this?
I'm now available to do so! Tell me when, and I'll get to reading through it!
Yup, as Mizal says, it's pretty much ready to publish, I just want to have a second or third set of eyes to make sure there's nothing glaringly obvious I missed.
Mizal, in response to your second comment, that's fine, and thanks again!