Sunday, July 31

ADR1FT: Detailed Constructive Feedback (with images)

ADR1FT is a game I've been waiting to play on my Vive for a long time, and now I finally have. The implementation of its VR mechanics can be improved, and so the following blog is based upon an email I sent to the developers outlining these potential improvements.  Enjoy.

ADR1FT: Detailed Constructive Feedback (with images)
ADR1FT already contains all of the art assets needed to make one of the richest gaming experiences in VR to date. The content is incredible. The theme is perfect. Only a few minimal tweaks to ADR1FT's Vive implementation are necessary to make it truly shine. These are detailed below.


The core gameplay of ADR1FT is essentially the player as a "pod" adjusting their movements in space and maintaining the player's existence by picking up floating oxygen tanks. This works perfectly as a flatscreen gaming mechanic where the view is always straight ahead, but runs into practical problems when the player is given control of the camera with the HMD (Head Mounted Display). The urge of the player to look around freely then creates a conflict with the core gameplay mechanic which requires a view constantly facing straight out from the "pod".
Similarly the HUD (Heads Up Display) elements that have traditionally worked perfectly within a flatscreen game mechanic also make a difficult transition to a full VR experience.
The following constructive feedback will address these two issues specifically.
In short, the following suggestions retain the core gameplay mechanic of ADR1FT, but introduce simple interface mechanisms that allow for a more comfortable, and therefore richer, VR experience.

THE HELMET - X-axis rotation - Looking Up & Down
In real life, if you wore a space helmet and looked directly up you would be staring up at the inside roof of the helmet itself.

Similarly, when you look down you would be looking into the helmet's chin cavity.

The only unobstructed view is when your head is facing directly forward through the visor. The same mechanic can apply to the VR experience in ADR1FT.

This isn't to say that the helmet doesn't move at all. Like in real life the helmet would move up with your head, but to a point. The same is true when you look down. You only become aware of the limitations of the helmet's movements at the extremes.

By introducing a degree of limited movement to the helmet, which is separate to the movement of the player's head, would actively encourage the player to adjust their "pod" orientation rather than adjusting their head position. This supports the core game mechanic, while at the same time enhances the experience of being inside a space suit.

A note on extremes:

Looking directly up (90°) the player's view becomes half blocked by the roof of the helmet, incentivising them to reorientate their view with the game controls.

Looking directly down (-90°) requires an extra solution to prevent the player from looking through their body. When you stand up straight and tilt your head as far down as it can go your head rests at an angle of about 45° at best.

At this angle (-45°) the helmet should be at its maximum obstruction to our visibility- looking mostly into the chin cavity. Beyond this point is unrealistic since our bodies are incapable of going any further, therefore the game view can then fade to black- starting at -45° and going completely to black at -55°.

This trains the player to keep their head within a certain playable range, and fading the view to black gently alerts the player that they have gone beyond this range. It can also be used as an emergency measure for players who are feeling simulation sickness to look directly down, cutting out the view without the need to take the HMD off.

THE HELMET - Y-axis rotation - Looking Left & Right

Because the Vive player has the physical freedom to turn around 360° horizontally, limitations placed on the Y-axis movement of the in-game helmet do not apply.

At best, the helmet's movement would "lag" behind the player's movement if the player moves rapidly in one direction left or right- just as in real life.

With normal movement, however, the helmet should follow the player 1:1.

This impacts the core gameplay, but only minimally. It essentially boosts the player's ability to pivot the Y-axis orientation of their "pod" by linking it to the player's head direction. It essentially allows the player to more quickly turn and boost, then turn again and boost, for much greater stability and ease of movement along the Y-axis, however, while giving this enhanced ability to the player it also greatly improves the immersion of their VR experience.

These two implementations of the X and Y axes of the helmet obviate the need to recalibrate the player's view with the R Trackpad button, since their view is now always calibrated.

HUD - Game Controllers

By removing the HUD from the visor and instead incorporating the radar and oxygen meter onto the Vive Controller models themselves supports the inclusion of the Vive controllers into the game world and gives them even more functionality to the player.

Bringing up important information like Oxygen Levels then becomes a physical act, enhancing the player's VR experience. Having this important information applied to the in-game controllers also makes it easier for the player to monitor, since the player is already using their controllers to target oxygen tanks and bat away unnecessary debris, therefore the controllers are already present in the player's view.

The above, relatively simple suggestions, if implemented, would retain ADR1FT's core gameplay mechanic while, with a minimum investment of resources, allow Vive players to have a more comfortable and richer VR experience.

Mat Brady is a Senior Storyboard Artist at Artrix Ltd (a game development studio) in Auckland, New Zealand. The views and opinions expressed above do not necessarily coincide with those of Artrix Ltd. This blog has been posted independently of the studio.

Thursday, June 11

A new flag design for New Zealand

I read the New Zealand Herald today.   I'm not proud of it, but I was waiting for a coffee and there was literally nothing else to do.  Anyway, I read an article by Dita De Boni titled, "What do I stand for? Real Issues", and I was prompted to create this:

Let's all move on now, shall we?

Sunday, May 17

The Opposing Argument

This cartoon by Joel Pett is what we cartoonists call a home run.  The above image has been re-sized for people to have as their Facebook profile pics.  I urge you to put it as yours.  :) 

Sunday, May 10

State of the Species - a response

Here's one of those times where my response to an article becomes an article itself.
I'm particularly happy with its outcome so I'm posting it here.

The original article was Charles C Mann's State of the Species for Orion Magazine.
 It's not necessary to read this article to enjoy my response to it.

The comment below was posted on the (Facebook) Near Term Human Extinction Support Group which I'm a proud member of.

- - <> - -

The "State of the Species" article is very well-written and well-researched, however I believe it falls short of making several larger points which I'll attempt to do here.

I want to address the idea of over-population that you mentioned, Kirsten, but to do so I have to briefly mention two things: Pro-activism and self-awareness. You might never have heard the term pro-activism before, but that's because it doesn't exist yet, and may never exist. It's a term I made up to describe the idea that humans will act ahead of time in order to prevent a crisis, as opposed to acting only when the crisis forces us to do so. In the above article Charles Mann refers to this as his personal hope that humans may one day exercise Hara Hachi Bu (self-restraint) en masse, but what he doesn't mention is that do so would require no less than the enormous feat of uniting the planet. (Remember the 90's when that's what us New Age hippies were all about?)

What that looks like in practical reality however would be something akin to a people's own global parliament which would allow us to make our own decisions above any governments or corporations. Even the United Nations. Only once we (humankind) make our own decisions, as one planet, could we be able to make any kind of effective change towards the number of global crises facing us now. (This scenario also assumes that if we did create a global parliament that a global majority would vote in favour of sensible, necessary measures: Not guaranteed).

The reason why this article appeals to me, in particular, is because I've often used the analogy of a virus in a petrie dish to describe the kind of transformation a global parliament would have on the human race. Essentially, it would be like the virus becoming self-aware and then acting as a single organism. It would stop growing blindly like a virus, or a cancer, and would begin to stem its own growth for the sake of its own survival. In essence, if a virus became self-aware it would no longer be a virus. The same goes for our species.

If we could see ourselves as a functional part of a whole organism then our behaviour would change accordingly. This would continue to change the longer we lived in that new environment and the more we would start to identify with the collective as ourselves. OR... in simpler terms, just the creation of a world parliament alone, giving us the ability to vote as a whole planet, would be enough to start getting people to think more globally, and the more they did this the better at it they'd become.

Here's something interesting though, we would also begin to feel human emotions that we have never had the opportunity to feel before. Think about that. Brand new emotions. What would it feel like to actually be part of a united planet? To participate globally? To be able to defeat a giant corporation just by choosing to? To change on a deeply fundamental level? To evolve?...

You can try this for yourself right now if you want: Imagine the world's people (including you) had just voted on our optimal number for how many people we should have in the world.  That's the kind of things a responsible, self-aware species would decide on, or in our case- put to a vote.  Now imagine accepting the globally agreed upon "Optimal World Population Number" of just 1 billion people world-wide. If you could find it in yourself to actually accept this number, even if (or especially if) our world population number was over this figure and you would be willing to let this impact your individual decisions, then you, my friend, would be a responsible citizen of the world. You'd be a healthy human cell in the sustainable organism that is the human species- which means that you and your species will happily survive in harmony with the other species around you and the planet itself.  Huzzah!  And that is a very different set of emotions than what we have now in the emotional spectrum of our current human experience.  We can imagine what this might feel like, but that's not the same as actually feeling it as a result of the reality itself.  Unfortunately, we're a long way off from experiencing that reality, and while I wholeheartedly support efforts that try to get us there, I'm also not too optimistic we ever will.

Indeed, a global parliament does represent the fastest, if not the only way to create a kinder, gentler and sustainable future, however it also needs a certain level of our civilization to be intact in order to allow this process to begin.  This means there's now a time limit.  The entire process of uniting the human species needs to happen before our civilization is first brought down by either climate change, peak oil, a global financial collapse, or worse, peak chocolate. (Yes, that's a real thing).

When I see the modern spectacle of concrete, cars, glass towers and tiny gadgets I see only the blind growth of an unconscious civilization. It is all Progress, but progress towards what exactly? The answer, it seems, is the edge of the petrie dish. There is absolutely no consensus about where we're going. Civilization is simply the emergent behaviour of our money exchange culture by a species that still can't see itself. /rant.

Unfortunately, the greatest reason why I have now become a reluctant pessimist is because I simply don't see the human will to unite. The majority of people the world over are simply not motivated to do so pre-crisis. Maybe we will form some kind of global parliament during all the turmoil that awaits us, after all, the Renaissance happened during a time of terrible cultural decay and economic tumult, as well as the Hundred Years' War, The Inquisition and the Black Plague, but this time around the stakes are so very much higher. It's now all or nothing and I don't see a matching level of urgency or willingness to change reflected in the culture around me.

I will still put my energy into the creation of a world parliament, not just because it could actually provide a genuine systemic solution to overpopulation, climate change, global inequality and other global systemic problems, but also because it seems the noble thing to do in the time we have remaining. If we are doomed, and I think that's highly likely, then it would be nice if humanity could open its eyes and see itself, even if ever-so-briefly, before its time is finally over.

In fact, it would be more than just nice. It would be wonderful.

Friday, February 20

Constitution Conversation of Aotearoa New Zealand

New Zealand is proposing a single, united constitution (as opposed to it's present disparate state). The NZ government asked the public for submissions of ideas about what they would like to see in it.

My submission can be downoaded here and the first three pages of this submission are below.

Subjects: Innovation, good design and the concept of Tax Choice.

Thursday, November 27

Culture Hack: The "Counter-Pamphlet"

I created a fun culture hack recently that I like to call my "counter-pamphlet".
Basically, it's a pamphlet I give to people who give me pamphlets.

My counter-pamphlet is a single page of text that I have printed out, folded up, and placed in my pocket ready to give to crazy street preachers, charity street canvassers, and others who want to stop and discuss their perspective of the world with me.

It goes something like this:

Thank you leaflet-giver / street canvasser / religious nutter for stopping me in the street. Before you engage me in any further conversation please read the following information with as much of your attention as you expected me to read / listen to your ideas. 
To sit idly by in a life of comfort as half of the world suffers on scraps is deeply irresponsible to our humanity. Too many people today have swallowed the horrible pill of not caring for others. Their inability to empathise can even poison them as human beings to such a degree that they can no longer see their own heartlessness. 
The ones that haven't lost all of their humanity often try to assuage their first-world guilt by throwing loose change at organizations like World Vision, Unicef, Amnesty International, Greenpeace and others, as if donating to these charities will actually end hunger, end poverty and save the planet. 
As irresponsible as it is to ignore the world's majority who are worse off than ourselves, on the same token, to offer a symptomatic solution to a systemic problem is unreasonable. 
How can Greenpeace save the planet when those in power continue to prioritise, and be influenced by, the parts of the economy that are destroying the planet? 
How can Feed The Children or Unicef end child hunger when third-world countries continue to be crippled by first-world trade tactics
And how does it affect people when they see their well-meaning charities and organizations only being able to address the symptoms of a problem and not its cause? It makes them see injustice throughout the world as too entrenched, as systemic - which it is - but it also makes these people give up on trying to make a difference. They will eventually throw their hands in the air, declare the problems all too difficult and soon give up on caring altogether. This then worsens these systemic problems by allowing them to become even more entrenched. It's a vicious cycle and it's gaining momentum, but it is not a catch-22. There is a way out. 
Right now all of humanity remains divided- because there is currently no way for us to operate as a single entity. Without the ability to act as one we are left only to serve our individual needs. As a species, this makes us the equivalent of a virus. So while our individual selves continue depleting precious resources in order to survive our overall number increases marching us ever closer to killing our relationship with the planet, like a cancer. This is a terrible scenario to find ourselves in, but our core problem is that we have no form of collective decision-making to stop ourselves from doing this.
We aren't yet one planet, but we can come together. 
Rather than let our global decisions be directed by chance, or worse, by an unelected few, let us instead decide our own fate by choice- a democratic choice. Let the people of the world decide what we want by allowing every human adult a vote in a people's global parliament. With such a powerful mechanism we would be able to very literally choose how we want the world to be. Any majority decision by a global parliament would be the official voice of the world's population and no country or corporation, regardless of its size, could outrank that. 
But if you've never heard of a global parliament before then there's a lot of work still to be done and I believe your time could be better spent promoting the unification of the planet- a systemic solution - rather than continuing to promote one of a number of symptomatic solutions provided by well-meaning charities and charitable institutions. But please don't misunderstand that. I believe what you're doing is both kind-hearted and shows great integrity, but consider this: If we could successfully unite the world's people we could solve the problem of [whatever issue you're concerned enough to stop me about] faster than if we leave the world divided. 
What's a better use of your time? 
Alright... maybe I'm asking too much from you to completely jump on board with this idea. How about I meet you in the middle? 
Imagine if all charitable organizations including your own could continue to promote their separate causes, but each one doing so through the idea of a world parliament so that these issues that are important to them may have the chance to appear on the ballot of a world-wide people's referendum. If the entire world's population officially endorsed their cause it would give that charitable institution much more power and freedom to properly achieve their goals. And so if all these charitable organizations combined their messages to support the creation of a global parliament this could help literally everyone make a very real and very positive difference to the world. I hope this idea appeals to you. If it does, simply let your organization know. You can also find out more at

I use this PDF version to print out and stick in my pocket.

Tuesday, November 4

Spellfall - "freedback"

To the creators of Spellfall, congratulations and thank you for creating a premium game free for me to play- the correct new phrase for this being a "freemium" game. Now that I have successfully completed your freemium game this post will serve as my quality feedback that I also will give freely. You can think of it as "freedback".

As you will see from this screenshot, after 72 consecutive days I had successfully completed all areas of the game and I did this without spending any real money or posting on any social media site. I did this deliberately and I'd like to explain why...

(Proof that I didn't post anything to facebook is this the message: You have no friends in Darkon Vale (and now Backflip Studios)).

My decision comes from an aversion to the money-making ethos of all freemium games now days, which it seems is to bleed as much money from players using the most effective methods and mechanisms available. There has even been a new role in the games industry created for that specific purpose: a monetizing producer. This trend has gained so much momentum now that the first tell-tale sign of a freemium game isn't the game being free-to-play, but instead is the extortionary prices of some of the items available, and Spellfall is a poster child for this kind of excess. Even some very basic items are priced well beyond what the overall purchase of a regular mobile game should normally be if bought at full price, which strengthened my resolve to try to complete Spellfall without giving anything in return.

13 real dollars gets you 127k of fake Spellfall money that buys half of a single upgrade of a single 5-upgrade item, or with the same amount of real money it can buy two full-priced Triple-A mobile games. 

170 real dollars can buy the most powerful weapon in Spellfall, or with the same amount of money can buy as many full-priced Triple-A games as you'd care to play (or a month's worth of real-world groceries that you can actually eat). 

To be clear, when your company decides to be monetarily ruthless it is only fair if the players are monetarily ruthless in return. But more so, why would I want to promote anything on any social media site that promotes this degree of overpricing? To do so is to endorse the freemium ethos of bleeding people dry, however what should be of interest to every freemium game developer is that the converse of this idea is also true.

If I were to buy ALL the valuable items in Spellfall for a sum total of what a normal mobile game would be priced at then I would have happily promoted your game on Facebook to all my friends since I also very much enjoyed playing your game. And this should be the yard stick by which all freemium games should set their prices at. To go past this point is to embrace an unrealistic, even Gordon Gecko-like idea of how best to make money from your potential customers.

But would this idea, of setting the total price of all items to just the cost of a normal game, actually work? Whatever profits Backflip Studios would have lost in the lack of overpriced purchases would have easily been made up for in regular sales gained from greater exposure because more people would naturally feel better about sharing their experience. The idea of overpricing objects in a game sends a message that the creators are not convinced the game will be shared on the merits of the game itself, but instead can only gain a profit by fleecing the fools that pay out of desperation or gaming addiction. The truth is that you had a game worthy of sharing, but you ruined it by using a business model that oozes a lack of confidence (or integrity).

And then nothing...

The other regular "freemium" characteristic which Spellfall achieved successfully was that absolutely nothing happened once you completed the game. Once the final villain was slain and there was no corruption anywhere on the map, and I checked thoroughly, there was no indication of any triumph. Not a free item, nor gold reward, nor any kind of reward that you would expect simply playing the game regularly. Not even a simple screen popping up to say: Congratulations. This would have been the bare minimum. To go up from here would be a thank you from the studio for playing their game, or some stats about how much time you played to get you to this point, how many gold coins you earned, etc. How about a single image of concept art showing the final villain being vanquished? Would that really have been so difficult to include? You have the 3d assets used in the game, why not re-use a winning animation with the current state of your character accompanying a bit of text (you have enough text to read in the game already, why not a bit more?). Ideally though, you could have taken advantage of the excellent animators on your team and given them an ending scene to animate. It's what games have always done, and yet Spellfall didn't. Backflip Studios, you just wanted to rob us of as much money as you could and not even give a thank you at the end of it. This is typical behaviour of the Freemium model- just ask Clumsy Ninja.

So why would an ending screen be useful? Beyond just giving you a sense of completion/satisfaction, it could be an excellent opportunity to re-align the player's purpose for continuing to play the game now that they've finished. Your excellent game designers could have easily re-invented a mode of play that kept the victorious gamers interested beyond the end screen. Since literally NOTHING happened once I completed the game meant that there was now no motivating purpose to keep playing, and that's a shame because I very much enjoyed playing the game and it wouldn't have taken me much motivation to continue doing so.

My only motivation now is to watch the entire map go corrupt again while I wait to see if you provide the Lucent Claideamh (Light Sword) as the Daily Gift once I've been rewarded with all the other available Elemental Claideamhs (Fire, Water, Plant, Cold, Lightning Swords).

UPDATE: You didn't.  There was no Lucent Claideamh to reach for. Instead, our motivation was lessened to only go for a rare item at the end of 20 days.  By the time I've finished the game these items are barely worth a look.


But don't let the business model fool you...

I'd like to pay special compliment to your game designers. They did a particularly excellent job of gradually scaling up the degree of difficulty during the course of game as well as the affordability of items in the store. The overall consideration given to all the variable factors as well as the enjoyment of the basic gameplay was very addictive and fun. Kudos to them. When I explain ideas like affordable item pricing (in real dollars) as well as re-aligning the purpose of the game once completed I have every confidence your game designers will be able to do this, and far better they are assigned the task than a monetizing producer.

I was surprised at how much I became a fan of the basic idea of Spellfall, the clever blending of two very addictive game types: match-3 puzzles with an RPG. It just works.

(Match-3 puzzle genre perfectly blended with an RPG = Spellfall)

The other people I'd like to pay particular credit to is the Spellfall animators and the UI interface artist/s. Being an animator myself and a UI enthusiast I was very impressed by the quality these people were able to deliver. It lifted the experience of playing the game and was constantly impressive.

However, I'm also a character designer, and the character designs were a little hit and miss. The overall creative direction of Spellfall didn't quite reach the heights your designers, animators and UI interface artists were able to reach. While the creature designs were excellent, as were quite a few of the weapon designs, the creative direction seemed to completely nose-dive with the armor designs. Some designs of the armor were terrific and fit nicely within the look and feel of the game world as well as next to the creatures you were fighting, like the excellent Solar Armor:

Solar Armor

But the rest of the designs would display this kind of inconsistency...

How can all of these designs exist comfortably in the same universe? Apart from the Solar Armor the rest of these designs are simply not desirable enough to want to buy. Case in point was this design:

The Fuegan Battle Robe

This "armor" had some desirable statistics, and so I bought it for a stupid amount of the game's gold, but it looked so ugly and so out of place that I went back to using some less powerful, but more appropriately-styled armor just so I wouldn't keep being taken out of the game's experience every time I looked at it and thought: "Jeez, that looks like crap".

Backflip Studios, if you were to invest any time and money into a new update (to effectively gain new players) then please update the armor designs to look more consistent with the rest of the very well designed world and its creatures.

Lastly, I thought the music overall was also excellent, but one track with a very rolling beat really shined and I found myself openly enjoying the music above playing the game for a long time. Also, the brilliant opening score seemed wasted on a screen you had to tap once to get past. Apart from a day where I was distracted and accidentally kept my phone on with this music playing I would have never had the chance to hear it otherwise. It's a great piece. Perhaps re-use it on a screen where we spend more time- perhaps a screen where we can scroll through all of the game's text that we've been exposed to/unlocked so far. It's nice dramatic reading music. (Isn't "freedback" great, eh?)

And now some general ideas and suggestions...

Automatic sorting of inventory items - This is a collated screengrab of how Spellfall sorts the items in your inventory. As far as I can tell it's based on the time that you bought the items through the game (from left being the newest to right being the oldest). It would have been more helpful if it automatically grouped each item in its own categories for you, and ordered them within these categories from most powerful to least powerful (and greying out instead of disappearing the runes you're already using). This would have given you a much easier and more helpful way of deciding which items to choose from (and much more quickly as well). Added to this, it would have looked more beautiful scrolling through your collection of items. Using filters to view only runes, weapons or armour may be helpful, but so too would have been a filter to view by element too.

Visual indicator of maxed runes - When a rune has been maxed out it would be nice to see a glow around it to indicate this- that it's status has been maxed out. Too many times I had to sift through the same kinds of runes to find out which ones were more progressed than others and it would have been nice to have that selection process streamlined (with automatic sorting and visual cues for maxed runes).

(A quick example)

Hold and drag within the inventory screen - Since you can so easily do this in the game itself there's no reason I can see why this same familiar mechanic can't also be utilised for the inventory screen. This would work much better if the used runes and items were greyed out, which is not what happens in the game in its present state.

Escape to inventory screen before a fight - Too often I came to the fight screen and realised that I needed to swap out a weapon beforehand, but was locked into the fight with whatever I had. It would be helpful to have an escape to inventory button (see below), even if it came at a gold cost to use, it would still be appreciated.

Cam shake for above 3 elemental attack - I thought it was terrific to see the animation get larger and more involved the more elemental power-ups were used. It became extremely rewarding to see how much more powerful the attack animation would grow, however after 3 elements the animation remained unchanged.

(A 3 element attack)

At the fourth elemental power-up and above a (cheap to do) white flash and camera shake could help indicate a more powerful animation accompanied with a special name reward at each level above that (for example: 4 water elements: Tsunami! x 4)

(A 4 element attack - mock-up)

Ability to burn off waterlogged tiles - It would be fun if there was a way to get rid of the water-logged tiles by making matches with fire runes right next to it as well as obliterating them in the normal way.

A water-logged tile

Omni rune - One of the elements of the game that frustrated me was how runes couldn't be charged unless they were selected. In some ways I understand this to be part of the gameplay's challenge, but on the other hand I also found it an extra level of complexity that didn't need to be there. This idea represents a mid-ground between these two extremes. The omni-rune allows elemental runes (that requires a particular element to charge it) to be charged without it being selected. I.e. It allows the runes you're carrying to be charged in the background. The disadvantage is that it takes up a space on your inventory to have this take effect. Something like this would also be terrific as a reward for completing the game.

The omni-rune (mock-up)

Item Quest - It would be fun if, during the game, you heard of desirable items (a particular armour) that requires you travelling through areas of the map and attacking specific creatures to attain. A side quest, basically. This could start as a small alert on your map (like an bobbing exclamation mark), which you'd click on to find out if it's worth going on the quest, and if it would be to your liking (and you clicked on it to activate the quest) then a route would appear (like the image below).

Customization - It would also be fun if (with enough gold) you could customize weapons or armour. It may work within a single screen like so: You have a number of templates (skins) for your choice of armour/weapon, then you have a currency with which you can allocate to whatever attributes you prefer, taking from some to give to others, etc. I'd imagine this being tempered by stages of customization too (Customization level 1, 2 and 3) and experienced players might prefer to save up throughout the entire game so they can buy a Level 3 customized weapon with a maximum amount of customization currency. Perhaps this idea may even be (or only be) incorporated into the Item Quests- for instance: You save up enough gold to request from a powerful elemental spirit a particular weapon/armour. They may make it for you, but they also make you work for it by giving it to you in the form of a quest.

Level 25 - I didn't mind capping the strength of the characters at level 25, but there seemed like there was nowhere else to go to after this. This was particularly frustrating as everything else seemed to continue to gain in strength. It would have been nice to be able to grow the characters abilities or skills in other ways, which gives weight to my suggestions for customizations and side quest.  Aside from this point, it would have also been nice if the EXP awarded to you as a daily reward (after you passed Level 25) changed to a coin reward instead- since EXP rewards are no longer valid after Level 25.

(Wow, look!  I'm rewarded with zero experience points!  Wait... what?)

Where was the runes for sale? - I saw this advertisement, but I never saw any runes for sale in the shop. Only the chests of gold and the claideamhs. I wouldn't have bought them, but it would be nice to see the selection and I would have been curious to see what they were priced at. (Something ridiculous, most likely).

My play strategy

Here is my personal play-style when completing Spellfall. Basically I favoured the Drain ability and would always make sure I had weapons with as large a Drain stat as I could get, and carry as many Drain runes as possible. My armour favoured the Crit Dam stats, and I had one rune always dedicated to this as well. In the end my play-style was to use the Heal rune once my health was at 1/2, then immediately Make Water to recharge the Heal rune. I would sometimes need to go through this process twice, using the Rejuvenation rune when things got really bad. After a battle I would go visit my friend Tordicus, who was still a low level character and hadn't been corrupted since he was last defeated. I would often grind the runes (and my strength thanks to the Drain ability) all back up to full power so I could get into the next battle. I fought Tordicus countless times... (Below are screengrabs of how my character was for the last part of the game)

To sum up...
  • Make the real money prices affordable- don't go past $10 total.
  • Give us an ending- something, anything! 
  • Credit the staff- they really did do an excellent job. 
  • Give us a reason to keep playing after we complete the game.
  • Improve the costume and weapon designs.
  • Make the inventory screen easier to negotiate- this includes identifying upgraded runes.
  • Make elemental attacks over three visually worthwhile.
  • Include a few special runes to shake up the gameplay (like an omni-rune).
  • And give us side quests for special items or custom items.

While you didn't get any money from me, or ratings or even any social networking exposure from me (no-one reads this blog) I consider my "freedback" a perfect repayment for the enjoyment I got from your "freemium" game. Thank you. :)