Moderator
M
Moderator
Vengeancekael
Date: 2012/Dec/31 18:03:36
Comment:
[tr]
Rules
Date: 2012/Dec/31 18:03:36
Comment:
The terrain - Absolutely flawless. Maybe you remember that I didn't find the terrain satisfying in an earlier version, but then you really improved upon that area and you've really done a great job.
The transition between the 2 themes is well done, it's almost as if you had used a brush. The environment is detailed, a lot of beautiful areas such as waterfalls, etc.
The map's layout is the generic AoS one, but the jungle is somewhat unique.
The gameplay - You can easily say it's heavily inspired by League of Legends: Ability Power, portal to town, jungle buffs, etc.
Now that is not something bad, since inspiration's purpose is not always a bad thing, it can be a direct copy and completely unoriginal or you can base your ideas on a main concept, such as LoL's.
You, however, have improved on this subject, by creating quite interesting heroes, who have their own unique traits.
I'm not gonna mention the lore/storyline, because I'm really gonna be realistic here and say that most people don't care about an AoS' storyline. AoS fans just want to find new strategies and playstyles and kill their enemies viciously.
Other - The UI is probably the most remarkable and unique feature of your project: The hero selection is clean, informative and easy to use.
The custom panel above a hero's head indicating his hp/mana/level is also new and can be useful, by making the bars bigger and also indicating the hero's level directly.
There's multiple multiboards, one of them being for basic game stats, the other your character's personal stats.
While they're both informative, the game stats one with the kills, deaths stats is a bit confusing, because of the icons used and no titles.
I would also suggest you put the game time in the multiboard's title, so that you may indicate not only seconds, but also minutes elapsed.
The custom resources have been used effectively in this as well, the models and icons all go together, each hero has his own color gradient for his spell icons.
Although it's always a bit confusing when you use a passive icon for an active spell. (Hellforge Automaton's characteristic skill)
The quest log contains all of the info needed, but I suggest you colorize keywords in the text and keep everything short and to the point.
You've also added another useful feature, the tower range indicator. You usually know what the tower's range is after playing an AoS multiple times, but it's still really helpful to see a circle indicating the range.
The shop system is something that's been done already, with the different skills used to go to other pages (Oasis and Desert 2), but yours is also really clean and you've also added a suggested items tab, which can be a lifesaver for a lot of starters.
Overall - Your project is quite polished and it is something you and your team have been working on for a while. While it is really beautiful to look at, along with fun and interesting heroes to play with, the project does not seem to be beaming anything drastically new to the AoS genre.
The most remarkable features would be the UI and the terrain. The gameplay does not bring anything original, it is still the complex hero styles which you have to master.
It just seems you were not daring to go in a different direction with this project, it is way too close to the original concept.
This does not mean that the project is bad, it is indeed quite a lot of fun to play thanks to its amazing heroes and stunning environment, however, it doesn't really leave an original impression.
Other small suggestions:
The transition between the 2 themes is well done, it's almost as if you had used a brush. The environment is detailed, a lot of beautiful areas such as waterfalls, etc.
The map's layout is the generic AoS one, but the jungle is somewhat unique.
The gameplay - You can easily say it's heavily inspired by League of Legends: Ability Power, portal to town, jungle buffs, etc.
Now that is not something bad, since inspiration's purpose is not always a bad thing, it can be a direct copy and completely unoriginal or you can base your ideas on a main concept, such as LoL's.
You, however, have improved on this subject, by creating quite interesting heroes, who have their own unique traits.
I'm not gonna mention the lore/storyline, because I'm really gonna be realistic here and say that most people don't care about an AoS' storyline. AoS fans just want to find new strategies and playstyles and kill their enemies viciously.
Other - The UI is probably the most remarkable and unique feature of your project: The hero selection is clean, informative and easy to use.
The custom panel above a hero's head indicating his hp/mana/level is also new and can be useful, by making the bars bigger and also indicating the hero's level directly.
There's multiple multiboards, one of them being for basic game stats, the other your character's personal stats.
While they're both informative, the game stats one with the kills, deaths stats is a bit confusing, because of the icons used and no titles.
I would also suggest you put the game time in the multiboard's title, so that you may indicate not only seconds, but also minutes elapsed.
The custom resources have been used effectively in this as well, the models and icons all go together, each hero has his own color gradient for his spell icons.
Although it's always a bit confusing when you use a passive icon for an active spell. (Hellforge Automaton's characteristic skill)
The quest log contains all of the info needed, but I suggest you colorize keywords in the text and keep everything short and to the point.
You've also added another useful feature, the tower range indicator. You usually know what the tower's range is after playing an AoS multiple times, but it's still really helpful to see a circle indicating the range.
The shop system is something that's been done already, with the different skills used to go to other pages (Oasis and Desert 2), but yours is also really clean and you've also added a suggested items tab, which can be a lifesaver for a lot of starters.
Overall - Your project is quite polished and it is something you and your team have been working on for a while. While it is really beautiful to look at, along with fun and interesting heroes to play with, the project does not seem to be beaming anything drastically new to the AoS genre.
The most remarkable features would be the UI and the terrain. The gameplay does not bring anything original, it is still the complex hero styles which you have to master.
It just seems you were not daring to go in a different direction with this project, it is way too close to the original concept.
This does not mean that the project is bad, it is indeed quite a lot of fun to play thanks to its amazing heroes and stunning environment, however, it doesn't really leave an original impression.
Other small suggestions:
- It's "victorious", not "victorius" (ending)
- Expand the game stats multiboard at the end
- Nature's Attendant's Grounding's tooltip needs a fix: The learning tooltip has a cut off sentence in its description at the bototm, while the learned tooltip has all of the text
Highly Recommended |