Feedback

Welcome to the place to post all your feedback on our game. We don't just want to hear all the good stuff or all the bad stuff, but we want to know everything!

  • Here you can fill in a short form about your experiences with Elemental Madness. 
  • If you find any bugs, glitches, crashes or anything else you want to share with us or that we should know, please contact us at elemental.madness.feedback@gmail.com. 
  • We also have a facebook page where you van always reach us: Facebook
  • We even have a twitter page: Twitter

The more in-depth information you give us, the more we can use it to really improve our game. If it's possible a short video, with the crash or the bug happening, would be really appreciated. This will make our work a lot easier, because we can see what exactly happens and it's easier for you to explain it to us.

1 opmerking:

  1. Play session feedback time!
    First things first: the menu structure. As a newbie to this game it was rather unclear how to actually start a game. Selecting powers to play with took a while to figure out because there is no instruction that it is actually necessary to start playing. This is also where I encountered a bug. Not sure how to reproduce it but it seems to be occurring when you select one element, then use the arrow (or wasd keys) to highlight other elements until it should be snapping back to the original one you had already added itactually just highlights nothing. When you select that element the game crashes, if that makes any sense. All in all the menu feels difficult to understand as there is in general not enough feedback to the player on what to do next.

    Gameplay:
    The gameplay seems fair, although it is hard to actually hit something with the rock you can throw (did I interpret that right??). To me, it seems harshly under powered and it definitely does not reach its full potential. I do like the concept of throwing rocks from behind walls to kill stuff effectively without exposing yourself to danger. Maybe you guys could work on improving this element by allowing the player to increase/decrease the projectiles speed, arc, whatever by keeping track of how long the player presses the fire button (hold it longer -> increased velocity).
    The flamethrower is cool but useless once monsters actually reach you. I suggest you make it possible to move backwards while igniting the flamethrower.

    The door at the end of the levels doesn't seem to do anything. Bug or not yet implemented? You can get more detailed feedback on stuff you actually have put some work in by removing elements in alpha versions that you didn't complete (yet).

    Nice and promising project with different strategies for different encounters, keep it up!
    (Did not spellcheck, do not judge keke)

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