New user experience
In short I didn't find this game that much fun. I am really hoping this project works out which is why I'm leaving feedback here. Below are notes and such from my first several hours of exposure.
Are you assuming that the player is familiar with the base Terraria game?
jumping through holes while climbing ropes is counter-intuitive because sometimes you must face away from the hole when you jump.
When reading the tutorial information the game should be paused.
On intro island you break your pixaxe and have to remake it. This implies that items have a durability. So far I haven't seen any indication that a pixaxe (or anything else) will break after repeated use. This makes the pixaxe remaking bit very misleading. Perhaps you should change what is being made during your crafting introduction.
For an RPG this feels really really linear. It feels like I'm on rails the whole time.
What's with all the chests and barrels that don't do anything? Is it supposed to simulate the RPG axiom of, "search every empty crevice for loot"?
The instances are cool idea, but I just avoid them because
1. It fills up my inventory with stuff that's only useful in the player home instance.
2. I die too soon before getting to explore and then incur the loss of money and loot.
Wand of sparking feels extremely lame even if it is a magic intro weapon.
I like the fireworks for leveling up.
The railcart section was fun. It would be better if there were multiple, harder paths to navigate that had rewards at the end.
In the mines there are doors that teleport players around the map but give no indication of where the player will wind up. I hate those. Would it be possible to draw a line on the map so you can see which door links where? Mazes and areas based on teleportation navigation just feel bad.
More NPC interaction would be nice. Phrases could be randomized or more side quests given.
Fishing is clunky. The bait shop guy gives a quest. Is it one special fish per body of water? What do you do with extra quest item fish if you only partially complete a quest? What does it mean in the item description, "worth 10000 belles?"
In short I didn't find this game that much fun. I am really hoping this project works out which is why I'm leaving feedback here. Below are notes and such from my first several hours of exposure.
Are you assuming that the player is familiar with the base Terraria game?
jumping through holes while climbing ropes is counter-intuitive because sometimes you must face away from the hole when you jump.
When reading the tutorial information the game should be paused.
On intro island you break your pixaxe and have to remake it. This implies that items have a durability. So far I haven't seen any indication that a pixaxe (or anything else) will break after repeated use. This makes the pixaxe remaking bit very misleading. Perhaps you should change what is being made during your crafting introduction.
For an RPG this feels really really linear. It feels like I'm on rails the whole time.
What's with all the chests and barrels that don't do anything? Is it supposed to simulate the RPG axiom of, "search every empty crevice for loot"?
The instances are cool idea, but I just avoid them because
1. It fills up my inventory with stuff that's only useful in the player home instance.
2. I die too soon before getting to explore and then incur the loss of money and loot.
Wand of sparking feels extremely lame even if it is a magic intro weapon.
I like the fireworks for leveling up.
The railcart section was fun. It would be better if there were multiple, harder paths to navigate that had rewards at the end.
In the mines there are doors that teleport players around the map but give no indication of where the player will wind up. I hate those. Would it be possible to draw a line on the map so you can see which door links where? Mazes and areas based on teleportation navigation just feel bad.
More NPC interaction would be nice. Phrases could be randomized or more side quests given.
Fishing is clunky. The bait shop guy gives a quest. Is it one special fish per body of water? What do you do with extra quest item fish if you only partially complete a quest? What does it mean in the item description, "worth 10000 belles?"