Quest for Infamy demo 2.0 feedback
I am thoroughly pleased with this game -- I didn't believe I could relive the Sierra experience until I fired this up. Phenomenal!
The game shamelessly borrows from Quest for Glory and King's Quest and other titles, yet it has an identity that is utterly it's own.
This is heads & shoulders above anything you've released as "Infamous Adventures", particularly pertaining to
originality.
I didn't think there could be a totally fresh, purely Sierra-style game in the year of 2013 but you have proven me wrong.
I'm sure these things are easy to fix:
The slightest nuances and bugs, while seemingly minor, have a way of disrupting gameplay and breaking the illusion. The final product, in my opinion, should be as polished and professional as possible.
Please don't use the same jokes twice (for example, picnic). Please make sure the text always adheres perfectly to the speech -- we will immediately notice the inconsistencies.
Since the CD version of KQ5 was my first adventure game ever, I've become attached to the *speech-only* option. Having both speech and text feels redundant, and I'm sure you'll have the option for disabling the text boxes in the final release. I think you should have it set to speech only, no text as a default in the final version. Voices communicate a lot more by themselves, than do pixelated text boxes.
I hope you will implement stamina, food and "vigor" potions. Food should be necessary. Not being able to run forever, as well as dying because I never bothered to sleep/eat added to the realism in the QfG games. I hope you will program this perfectly without providing any crutches.
On the subject of crutches, make the combat harder! Make it so Roehm can constantly
die in all kinds of unexpected, fabulous ways. I'd like some conversation options... if you say the wrong thing to the townspeople, they call the guards and you
die. If you talk to the wrong guard after becoming a notorious high-ranking member of the Thieves' Guild, he finds out who you are and you
die just like in Conquests of the Longbow.
Playing the "drinking game" should have consequences (such as a death box reading: you knocked up a barmaid and spent the rest of your life trying to support a child before your wife stabbed you to death). What if Roehm can become an alcoholic? He would win the drinking games and make lots of money, yet he would need a constant supply of booze. The options are limitless!
Make this less vanilla, and more hardcore... as much.as.possible.
This speaks of the state of modern gaming: I want to feel like I'm in a risky, dangerous game world where I have to be tight and on-point, and save constantly. Please, please, please don't make this game feel like a cakewalk. I want to struggle through it. I don't want to be able to beat this game in less than a week. I WANT this to have the same level of frustration I felt when playing Codename: ICEMAN without a hintbook.
Finally, don't be afraid to break some of the old-school rules and make this a brand new game unto itself. This is not Sierra, this is Infamous Quests. We DO have some modern technology and I really want you guys to blow people away and even revolutionize the game creation process with this Kickstarter endeavor. You are not creating Call of Duty 19, you are creating a brand new game with its integrity intact, and for this I am thankful. Please convince me to be add myself to the list of contributors!
P.S. the fact that "Ina" is so tantalizing shows how much promise Quest for Infamy really holds...
just my 2 cents