blind demos https://dl.dropboxusercontent.com/u/33279452/daz_symphony.zip
Enjoyed this a lot over all. Nice details and felt pretty old school in its layout and combat. Some things I noticed:
- Lighting was too dark over all
- Grenade bounce puzzle needed more affordance given to it. As it stands it's one of those "all or nothing" puzzles where the player gets it quickly or runs around in frustration for a while (me! yay!) not realising what they have to do. If the player could see the button but not shoot it directly, it would have helped a lot. Another idea would be to train the player that buttons open those sorts of doors and are always adjacent like that, so the player can make the connection between the GL and getting a non LOS button hit off.
+ Cool small details that didn't get in the way of gameplay.
+ Some well thought out traversal areas towards the end.
I think the lightning issue could have been solved with some nice fill lights in most of the areas just to illuminate the corners a little. As it stands it can be quite hard to understand the layouts of some rooms and areas when there is pitch black lighting in a lot of the playable space. I'm sure this is somewhat subjective however :)