After several delays caused by going to university and becoming horrendously ill, I've finally got to the point where I can move Taming Dreams Episode 3 to the 'open beta' phase, meaning that anyone who wants to test it can do so before I release it publicly in the app store. Please read on to find out exactly how to do that!
Firstly, this is later than I'd prefer it to be! After moving to university, I got horribly ill (what with being around loads of new people and everything), and I've been busy as well, trying to adapt and sorting things out and going to lectures and so on, so I haven't really had time to get into Taming Dreams. I've tried to write a post about my personal experiences thus far several times, though the illness has made it essentially impossible.
But you're probably reading this to access the open beta, so here's how to do that.
Join the Google Group
As before, I'm using a Google Group to manage members and (at least to some extent) feedback. It's a different one than last time, and you can find it here:
∞ Google group ∞
Find the game in the app store
Once you're accepted as a member of the group, you should be able to find Taming Dreams at this url:
∞ App Store link ∞
This is for the Android version. If you don't have an Android device, or would prefer to play on your PC, you can use a program called ∞ Bluestacks ∞
as an android emulator to play the game on your PC.
I intend to release an iOS version eventually (the only reason I haven't yet is because I don't have an iOS device myself), and hopefully a more official PC one as well, but all this is new to me so I'm not entirely certain how
to do any of these things. One step at a time!
Your feedback is so very important!
As before, I really, really want feedback from people, since that's the whole point of a beta phase. I don't just mean cold, lifeless, technical bug reports so then I can 'fix' the bits that are 'broken'... I'm more interested in how people feel
about the experience; which bits they enjoy or don't, and why.
Partly this is because knowing that people like what I'm making makes me want to continue making it (why would I make something nobody seemed to care about?), but also because hearing detailed feedback like this allows me to know where to focus my attention, and what I might change to improve the experience for people.
All feedback is valuable, and it really does make a lot of difference!
I've set up a feedback form that you can fill in with specific questions:
∞ Feedback Form ∞
Please do fill that in when you've finished! It will mean a lot to me if you do!
Also, though, if you have any more immediate, real-time feedback, please comment on this blog post with your findings or thoughts. If you don't have an account on this site, it's easy to make one! I know that's probably a bit of a bother, but it's much easier to manage feedback if it's all in one place.
Some missing features
The game's a beta version, meaning that it's not yet fully finished. Some things are missing, so please be aware of these rather than reporting them as if I don't know about them. They're basically the same as what I mentioned in another beta post, so I'll just copy and paste them here:
- I haven't updated the Encylopaedia for several characters and pieces of music yet.
- While there's a fair bit of chat dialogue at the moment, it stops after a certain point even though a popup thing still appears to say that it's changed. I'll add the rest over the next few days.
- There's a section 'after the end' where you can wander around at sunset... and I want the NPCs to say something different then, but none of them do just yet.
- When you first see Elwyen, she's playing her lute for a few seconds before her dialogue begins (because that dialogue matches with the music when it does appear), but her sprite isn't animated yet. Eventually it will be, so it'll seem less like the game has frozen.
- There's a very temporary Game Over screen, but it doesn't do anything yet. Eventually, I'd like to include buttons that allow you to respawn at the last crystal, return to the title screen, or restart the last agitation.
- I'd also like to allow players to hold down their finger at a save crystal (rather than just quickly tapping) to be able to select a new slot to save in, so you can create multiple saves for one playthrough.
- I've not added most obscure words to the Dictionary thing yet. There are hundreds, so I'll do that gradually!
- There are some houses that you can enter in the temple area which contain furniture with generic examine descriptions. I'd like to add unique descriptions for them, when I find the time.
- There's no way to manually trigger agitation if the obelisk has been filled, though I don't know how much of an issue this will be. Perhaps there are more than enough encounters to fill integration for everyone at the moment, especially since I doubled the number of encounters in episode 2.
- I'm considering adding sidequests to both episodes 2 and 3, as several people have requested, but I simply haven't had the time yet. I feel that the only thing I could include as a reward which would make the effort worthwhile would be a new miasmon, one which can't be easily acquired in that episode's dungeon, but that would involve creating new species specifically for that purpose. I can do that, and I even know which species to use for it, but it'll take a bit of time, so it's currently at the bottom of my To Do List.
I've updated episodes 1 and 2, as I said in another post; the latter only subtly, though the former has a more simplified tutorial. If you struggled with the agitation mechanics last time, I'd be curious to know if this helps with comprehension!
I really hope you enjoy the game as it is at the moment, and I eagerly look forward to your detailed feedback! Thank you for your patience!