PyWeek - Forked Tail - feedback

Fun Prod Inno Disq N/W Comments
2 2 4

Liked the idea, but small user interface problems made it less fun than it could have been: * no
diagonal movement - pressing left and up at the same time just sticks you in place. * in the main
menu, the selected option is dull grey and the inactive option is bright white. Never do that. I
couldn't find many things to combine, but maybe that was just me being stupid.

1 3 3

I'm afraid the horrendously buggy movement controls made this a bit unplayable. I never got
far enough to find anything or need anything to combine either, so I maybe missed all the
gameplay in lieu of navigating the map (which was very nice in fairness).

3 3 4

The combining-items mechanic is interesting. Got stuck on some things -- nothing seemed to
work to free the skull-on-a-pole, e.g.

2 3 2

It was a little bit buggy

2 3 2

collision detection was a bit strange, sometimes I got hangin steering was strange,
sometimes I just stood there while I was still pressing the arrow keys (after a direction
change) I have not found out how to fight!

4 4 5

It's a real shame that there were such pervasive collision detection bugs in this game. If it
had all been working properly this could easily have been a 5/5/5 for me. I'm amazed by the sheer
size of the world and the variety of sprites and items. So much content is impressive! I did have
some fun mapping out the world. The final boss was cool and creepy (but again no real tension
because of the bugs). The music is fun too.

2 4 4

I like the combining things mechanic, and I also like the look of the game.

Unfortunately, it's just too buggy to be a lot of fun as it stands. The enemy sprite collision
bug is really annoying, as you have to avoid their now invisible starting position and the tile
bugs make navigation difficult or impossible (I managed to get myself stuck in the middle of
Charon's river with no way to exit on my first attempt).

2 3 2

Good effort, though movement was a bit awkward

3 2 3

The buggy play ruined what may have been pretty fun:

- Moving between screens sometimes stuck on hedge

- could not walk diagonally

- had to finish depressing the walk in a particular direction before commencing a walk in
another direction Otherwise good job, I particularly like the drawings you'd made. very
talented effort.

2 3 2

Frustrating keys and collision detection. Got bored quickly wandering around trying to find
something to progress the game.

3 3 3

There are some problems with the collision detection (ERROR on[4, 15] etc). After some time
(actually when I got the 3 first objects) the music was driving me crazy :S The controls were a
little big dodgy, but I loved the graphics and the map is huge! It has a nice old style adventure
thing that I like. Well done.

2 3 3

The bugs hindered the game a lot.

2 3 4

Interesting crafting/combining concept concept. Very literal interpretation of Nemesis.
No doubts that the theme was faithfully adhered to. Movement and collision detection were a
little twitchy. I could snag myself on walls fairly easily and sometimes the movement keys
would glitch. As suggested, the sword didn't work terribly well. The music was funky but I
liked it.

1 4 2

I really enjoyed the background music. Nice job! The game itself: just like what you have
described :-) The glitchy control spoils the fun and when I could not use the sword to bash
enemies I got discouraged to continue exploring.

2 3 2

Very hard to control. It sticks against the walls and it mixes the on key up event from different
keys so it gets stuck. Also i never know what it hitting me.