Sketch Crawler

Sketch Crawler

PHOBIE 16 Jul, 2024 @ 4:01pm
Not sure what it wants from me. Not sure what it aims to be.
Overall, I found the gameplay experience of the game to be confusing and lacking in direction. The game initially presents itself as a card battler, but then shifts to drawing and dungeon crawling without clear objectives or instructions on how to progress, or how this all fits together.

The round-based battle concept was not well-explained, as there was no indication of where the cards were supposed to interact with anything, or if they were dealing damage. Playing cards at illustrations blocking the way forward just had mana run out without perceived effect.

The presence of closed doors in the maze further hindered progress, as there was no indication of how to proceed.

There was also a lack of feedback on how drawing figures into the gameplay, making it difficult to understand its purpose. I drew two frames for an ink drop which led to having two ink drops shown; the original one and mine above it.

The game lacks cohesion in its gameplay elements and fails to provide players with a clear sense of direction or goals. Suggestions for improvement include making it intuitive, providing clearer instructions, feedback on gameplay mechanics, and a more cohesive gameplay experience.
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@R+5 17 Jul, 2024 @ 4:39pm 
i partially agree it may look a bit confusing at first glance, but it is obv what "it wants from you" in first place, and that is to spend time drawing.

imo, the game also does have a clear direction, but is not very obvious at the beginning, because it plays like most old school dungeon crawlers: in second place, that aspect of the game, "expects from the player" to explore and find out where to go from "placing together pieces of the puzzle". if you never played one, or are unfamiliar with classic rpgs, i agree is easy to feel lost and unsure of whats going on. thats not a mistake, but a design choice. i think maybe dev should include a better introduction at the beginning of the game, to "teach" new player to the genre they must explore to learn where they can and must go.

then, in "third place", it expects you to collect cards. i still find a bit confusing the card mechanics, but thats because most of the time i have "played" i have used it for drawing a few animations, rather than exploring it. i agree this aspect does need a better tutorial with "exercise battles". maybe a "combat training" area or included in start menu could help with that.

so, in that sense, the game is closer to the "sandbox approach". needs more polishing, but imo what akready exists works usually as intended.
Last edited by @R+5; 17 Jul, 2024 @ 4:41pm
PHOBIE 17 Jul, 2024 @ 4:59pm 
There is nothing obvious about drawing being what "it wants from you," and no use was found for the mechanic, let alone it comprising the core element of the experience.

Overall, the respondent seems to misunderstand the initial review of the game's issues. They dismiss concerns about the lack of clear objectives, instructions, and cohesion in gameplay as intentional design choices. This overlooks the fact that fundamental gameplay elements such as battling, drawing, and dungeon crawling are not well-explained to the player and are not intuitive at all.

Furthermore, the respondent suggests that the game's lack of clarity is the player's fault for not being familiar with classic RPGs and dungeon crawlers. This shifts the focus away from the game's failure to explain its mechanics and objectives, and raises questions about acting in good faith.

Additionally, they mention the game having a "sandbox approach," which may not align with the original review's criticism of the lack of direction and goals. While sandbox games allow for freedom and exploration, they still need to provide guidance and structure for the player to fully engage with the experience.

In conclusion, the reply fails to address the core issues raised by the initial review and downplays the importance of clear instructions, feedback, and gameplay mechanics in creating an enjoyable and engaging gaming experience.
TinkoToingus 1 Aug, 2024 @ 3:35pm 
Originally posted by PHOBIE:
There is nothing obvious about drawing being what "it wants from you," and no use was found for the mechanic, let alone it comprising the core element of the experience.

Overall, the respondent seems to misunderstand the initial review of the game's issues. They dismiss concerns about the lack of clear objectives, instructions, and cohesion in gameplay as intentional design choices. This overlooks the fact that fundamental gameplay elements such as battling, drawing, and dungeon crawling are not well-explained to the player and are not intuitive at all.

Furthermore, the respondent suggests that the game's lack of clarity is the player's fault for not being familiar with classic RPGs and dungeon crawlers. This shifts the focus away from the game's failure to explain its mechanics and objectives, and raises questions about acting in good faith.

Additionally, they mention the game having a "sandbox approach," which may not align with the original review's criticism of the lack of direction and goals. While sandbox games allow for freedom and exploration, they still need to provide guidance and structure for the player to fully engage with the experience.

In conclusion, the reply fails to address the core issues raised by the initial review and downplays the importance of clear instructions, feedback, and gameplay mechanics in creating an enjoyable and engaging gaming experience.

Are you seriously using ChatGPT to argue? Lol
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