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Sqrl said:

Definitely a good concept and something fresh!

I think the challenge mode may start off a bit too difficult (or I just suck awful, which is likely) and maybe should have more of a steady ramp up in challenge.

For targeting the flowers I would say if your current system is tuned for difficulty then stick with it, otherwise I think I would prefer to control it with A & D (ie left and right respectively), even just keeping what you have and adding it so you could toggle with that as well would be nice.

Those are the only two gameplay things that really come to mind for me, otherwise it was awesome.

Yeah, I was expecting a additional control suggestions :)

This was designed from the POV of being a "casual" game - so it was really important to be completely playable with just the mouse & keyboard. Until a couple of weeks ago, there was *no* right button control - it just tracked the nearest flower, you just hold down the left-button to keep track of the current flower (this is all you really need, once you get used to holding down to 'track' something).

Its just like the old "z-tracking" options in Zelda - do people prefer "hold to track", or "press once to toggle" to track.

All that said, keyboard flower selection is a really good idea - its making it less casual, but anything that makes it control better (even for the "hardcore") is both thumbs up IMO. As long as we don't lose the casual appeal, or forget that market...

...

Also, the levels in the demo are a little biased to any control system that "sticks" with the current flower. Once you get levels with 4, 5 (or even 6) flowers - switching flowers quickly is more important.

I'm sure for the full game, we will add a bunch of control system options.

 



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