>>28730
>Everyone starts learning this shit somewhere
That's no fun, falling back on "this isn't real" takes half of the actual learning out of the experience. Figure out how to deal with the flak without passing the buck. Isn't that why you're testing the waters on some obscure forum as the 'Social Media Director'?
>much as I hate to get defensive, it's a 3d model actually and making it stop until it's done and then actually restarting has proven a bitch and a half
get used to not making excuses, no one wants to hear them; just owning up to the problem leaves a much better impression. If you have to say something it should be how you plan to fix the problem or why I should be exited about the results or whatever. It's not like actual game companies don't fuck up all the time.
>if you're expecting a brand new mechanic
You don't need a new mechanic for prototypes to be useful, a unique implementation of existing ones are tricky enough. Most action games probably go through dozens of iterations before finding the right game feel.
>don't ever call your game a X or Y clone
The term clone isn't bad in itself, you're trying to create a memorable image in the potential customer's head, so unless you'll filling it with something else they'll just walk away thinking of that other game. Sometimes just saying you're going to revive a beloved, old franchise is enough to get people exited, but most of the time that's backed up by copying the art and theme of those games as well.
>how does the game play feel?
Shouldn't be asking this until the game works as intended, not limited to the sprite not moving during animations. Fix the obvious stuff first, before burning through fresh impressions.
>Does the character walk too fast or too slow for your tastes?
Too early to ask this question, and it's probably not going to give any useful answers anyways. Players are just going to want to move as fast as possible, how much to hold them back is the design decision your team is going to have to make.
>Are any animations too fast?
Since I can't do anything during, no.
>Are the controls responsive?
Fuck no.
>Did any button combinations yield strange results?
>Did you walk through a wall or fall through any floors?
>Does the text scroll go too fast or too slow?
Yeah, not putting this much effort into play testing something that could have been made in a day.
>Any cool ideas for other special items?
"Perfection is Achieved Not When There Is Nothing More to Add, But When There Is Nothing Left to Take Away"
>Any other thoughts that don't amount to "it sucks"?
Tons, ripping apart amateur projects is practically a hobby of mine now. But I'll wait for you to ask the right questions, otherwise I'd be sitting here for hours.