Forge
Welcome, Guest. Please login or register.
January 19, 2022, 03:27:41 PM
PayPal

Login with username, password and session length
Search:     Advanced search
Forge's Chapter One has been released on the 16th of December 2013!
Read more in the Winter Update 2013.
1427 Posts in 171 Topics by 163 Members
Latest Member: DarkMoe
*
Home main Search Login Register
  Show Posts
Pages: [1]
1  Everything Forge / Discussion - Chapter One / Re: Forge: Chapter One - Discussion & Feedback on: June 14, 2014, 12:51:55 AM
I finally found the time to play Forge. Thank you for creating it. What a marvelous nostalgia kick.

All my best.
2  Everything Forge / Updates & News / Re: The huge Summer 2013 Update on: September 22, 2013, 05:58:53 PM
It's wonderful to see progress. Thanks.
3  Everything Forge / Updates & News / Re: May 2013 Update on: May 29, 2013, 02:59:13 AM
Just so you know, your updates are getting read. I don't say anything on forums, because there's not a lot to do but wait and watch, but I check every day for updates. I remain very excited for Forge.  Smiley
4  Everything Forge / Forge Progress - Melting Pot / Re: Forge Tech Demo Ver1.0 Now available (Updated April 1, 2010) on: March 07, 2011, 07:47:27 PM
Oh, I didn't realize it was a sure thing that Chapter 1 would get released separately. I think it's a good plan.

Besides criticism, I don't know what I can offer to the project other than a few bucks. Maybe copyediting? Maybe I could suggest some music? I'll try to think of something. :-)

Also, apparently I am not a dog person, because I was thinking of a rough collie, not a border collie... :-p
5  Everything Forge / Forge Progress - Melting Pot / Re: Forge Tech Demo Ver1.0 Now available (Updated April 1, 2010) on: March 04, 2011, 12:54:48 AM
Brilliant job. I'm pumped to be able to play Forge. I'm one of the newbies who just played Loom for the first time, via Steam. It's really a fabulous little game. When I heard about the cancelled sequels, and then this project, I got very excited.  :-)

I've just played the tech demo, and I'm really impressed. Here are my impressions:

Wow:
  • The Gaunlets. Beautiful. Just beautiful. Nice concept, nice execution, nice artwork. Faithful to the distaff, but not a clone of it. I like the way that new lines get added to the grid, and I basically like the difficulty modes, I think.
  • The story. I'm glad you're basically continuing the series as intended, instead of branching out. It's a strong plot.
  • I know it's trivial, but the Forge logo is excellent. Really excellent. Don't change a thing. I like the font homage, I like the color shift, and I like the stylized solid-looking background. Well done. I really want to see [The] Fold done like this, in green of course. But I'm going to have to wait for a while, I think.
  • The tapestries are lovely. I hope something like this menu system makes it into the final game.
  • Wonderful backgrounds.
  • I like the minigame icons.
  • The escape key gives me a menu! Haha! When I played Loom, I had to run through all the F-keys to find out which ones had an effect. :-(
  • Promising not to break the fourth wall in the actual game. Too many adventure games are hurt by generous dollops of snark, easter eggs, one liners, etc. I think there's a time and a place for them, but they are best kept to a minimum, and well to the side of the main story. Loom is not Monkey Island. :-)
  • That you have promised, as I understand it, to begin to release individual chapters if the entire game begins to smell like vaporware. That's great. Episodic content seems to be working for King's Quest IX.

Could use work:
  • The Gauntlets are too sensitive, I think. It shouldn't be a dexterity game. Perhaps they should be sensitive in Expert, but not the other modes.
  • Perhaps some subtle sound effects would be appropriate while you are tracing the line, like a faint ping as each dot is activated? It felt odd to be completely silent in contrast to the distaff.
  • The sprites could use some work. The professor looks like he tiptoes as he walks, and I swear his face looks like a border collie when he's looking at you. Rusty is better. I think the "gauntlet activation" sprite is interesting. I would tweak the heck out of Rusty's "walk" sprite to make it as perfect as possible, because people are going to be staring at that sprite over and over and over and over.
  • You've heard this one a lot, and promised the actual game will change it, but the demo is super wordy. The dialog needs to be not only shorter, but punchier. There were too many filler words, and some awkward word choices.
  • There are a lot of grammar errors, like superfluous commas, subject-verb agreement, wrong tenses, misspellings, and a missed "whom". I'm sure the final script will be perused by many proofreaders. Nudge nudge.
  • One of the fonts looks terrible. (It's the font used during the preview.) Is it some normal font scaled down to a small point size, instead of a font designed for a small point size? The capital M is a trainwreck, the "ea" digraph is horrid, and there are probably others. The font used for dialog is very good. The font used to introduce the minigames ("...only the top left Blacksmith icon...") is OK. The font used in the minigames ("Get some practice in...") doesn't work very well (check out the "w"). The use of Algerian on some buttons is OK, but it would help to modify the pixels by hand to bring out extra definition in the letters.
  • The are a few reservations I have about the menu system. Firstly, two small technical annoyances. Mousing over the tapestries makes my cursor disappear. It sounds nitpicky, but I found it disconcerting. Also, I think the tapestry reveal-the-button animation should be snappier. (The "END" button in the minigames screen has the same issue.) Second, a UI problem. Hiding the function of a UI element until you mouse over it is bad, even though it is pretty. I don't have a specific suggestion. Perhaps some animation other than the "reveal" animation would be more appropriate?

To keep in mind:
  • The music of Loom is great because it is Tchaikovsky. I strongly recommend basing at least the theme of Forge off a similarly strong composer, like Grieg or Wagner, or maybe even Tchaikovsky again. It doesn't need to be original, as long as it's good.
  • Loom had decent voice acting, which is not as common as it should be in professional games, and exceedingly rare in fan remakes. Beware voice acting. I'm not sure I have a suggestion. Maybe reach out to a local theater company and offer to pay for starving artist with a bit of experience? If not for everybody, maybe just for Rusty?


Please understand the wows greatly outweigh the suggestions. That you're making the game at all is great. The most important thing to get right--the gauntlets--you got right. The background art is very good. I am so happy. I'll probably donate a few bucks.

I wonder if you could raise some money by posting your tech demo and some screenshots to reddit.com/r/gaming or digg.com/news/gaming.
Pages: [1]
Powered by MySQL Powered by PHP Powered by SMF 1.1.20 | SMF © 2006-2009, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.05 seconds with 18 queries.