I noticed some hits/misses/blocks don't display at all, especially in rapid multiple attacks.
Also, the damage is sometimes hidden behind the character/monster; why not make the numbers semi-transparent, transpose them *over* the characters and make them "zoom out" - similarly to the potion bottle when you consume it in werewolf form? Easy to spot and not too disruptive...
Scroll with XP/Z-tokens (battle loot) overlays some (potentially) important other things e.g. dialog bubble (leprechaun scream), "Take mount" dialog (Lance Knight).
Also, many of the "sound effects" (such as "block" or the werewolf's howl upon death) are displayed in inconsistent places, font colors and sizes (a good example of "block" inconsistency are the huge letters while a Gizzard is blocking compared to the standard character "block" message").
The text in battle is overall chaotic imo; would you consider putting a box or two in the top corners of the screen to display the element of damage?
The amount of damage would be placed next to it and the sound effects could be all over and not clash with the battle info :P
Can I suggest a layout? :
XEP= Element of damage suffered by the player, stacking right
XDP= Amount of damage suffered by the player, stacking right
XEM= Element of damage suffered by the monster, stacking left
XDM= Amount of damage suffered by the monster, stacking left
Displaying of multiple rapid hits (let's say more often than .75 seconds?) should stack to the right (goes for both the element and damage); the numbers and the fadeout should last about ... 1 second?
That's what I think would make the gameplay feel more consistent and under control... worth consideration at all?
Great game; love it ^_^
btw if I broke some rules, sorry
How can I know (if at all) if a person who could potentially do something about it has read this?
Edited once more for more detail about the "bugs".
This concerns the multiple appearances of monsters (e.g. Kresh Spider (2) or FireZard (3)):
There is really no way to keep track of the HP the individual monsters have (and for, say, Zadd the Golem Builder, this is rather important); any way this could be addressed as well?
< Message edited by eiji_wolf -- 10/10/2006 8:43:20 >
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