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Quick Slick Deadly

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Adventurous Productions:
I just checked out that part with the Trickster. At the time of writing my previous post, I had totally forgotten that I already had removed the light-beam at the end of the mission. So, if you've downloaded the game on Steam via one of the keys that I've given here, you should already have had the latest version of the game, with the light-beam removed. So, the problem you had in that one mission could not be what I had described in my previous post. Honestly, I have no idea why it didn't work for you. I just tried it myself and it was very, very easy. Maybe you just didn't collect enough energy to have enough time to drag the box? There are 3 enemies that you can and should destroy before reaching the last 3 enemies. Doing so will provide to you enough energy for dragging the star box in a way that it could encompass all 3 enemies at the end at once. Only if you destroy all 3 simultaneously with the star box will you pass the mission. Also, did you play with a mouse? With a mouse, you will have MUCH more control than playing with the keyboard.

TimpZ:
If the issues with Multimedia Fusion are so many, then perhaps you shouldn't use that engine.

I don't have an issue with Escape being a "back" key. Left and Right click also works fairly well for menu navigation. The issue I'm having is when it's not clear what state the game is currently in (menu or ingame) and what controls are in effect. Especially when there's no on-screen buttons to press or rebinding. It's simply bad design no matter how you spin it in my opinion.

QSD is a space shooter. Why does it need so long instructions?

Like, I get it, you want to teach the player all mechanics with specific missions at the start revolving around them. That's cool and all but what's not cool is having 30-40 second missions of literally doing nothing then trying to see if you understood what to do then having to wait another 30-40 seconds to try again if you didn't. And even if you did understand it on the first go the mission doesn't feel satisfying in any way. Why couldn't the tutorial level be a single long stage with prompts like Star Fox 64? Observe how you don't have to start over and wait for a minute if you do something wrong. Everything is paced nicely even if it's a lot of information and the numbers make a lot of intuitive sense together with the UI.

I'm not saying that's how it definitely should be done always but it's infinitely better than QSD's current system.

But even so, after reading all of the text for all 5 missions three times over and trying for half an hour (which really only is like 15 tries, less since I reread a lot of text) I still couldn't understand how the trickster mechanic worked. If you can't convey a basic mechanic with walls of text and 30 minutes of time to even a 5-year old then you've failed. I can be the dumbest on earth for not realising the most simple thing, but that still doesn't justify how I couldn't wrap my head around it after that much hard work. It just invalidates the whole point of trying.

EDIT: Yes I used a mouse. Also sorry if I come off as aggressive or straight up mean but I really tried giving the game a shot by playing it for 3-4 hours but all it did was put me in a pretty bad mood so sorry for that :/.

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