Actually, I do know how difficult it is to develop a game - perhaps even more so than you. I worked for a very well known game developer for quite a few years in the past; so you've got a lot of stuff to buy!
Okay, so let's hear the names of all these titles you've developed which contain visually appealing characters and revolutionary new game concepts that are in no way derivative of any other game, in which you are personally responsible for the design and development of said characters (both their visual appearance and plotwise).
As I said (perhaps poorly), I think that the character is visually unappealing, not necessarily unappealingly in any other way. As I said, I've no idea what the script is like - Al might be a fantastic character for all I know, just not in terms of his visual design. Look, I don't mean to condemn your game. As you rightly said, I can't form an opinion on any aspect of the game that I haven't experienced.
I understand what it is that you're trying to say, but what you didn't explain is the key point of your argument: Why he's visually unappealing and why that means anything to the overall game at this point, when the public has very little else to go on? In your previous post, it seemed like your reasoning was: the main character is unappealing, therefore, this must reflect the game itself, which must also be unappealing and derivative. But now you seem to be saying the opposite. So are you admitting that you wouldn't give the game a chance based only on the way Al looks? Because that's a very subjective (not to mention trivial) thing to get hung-up on, in scope of what the rest of the game has to offer.
However, surely it's perfectly acceptable to give a critical opinion on known aspects of the game?
Of course it is, but you should also back up those statements with some logicical arguments if you want developers to consider your advice. I didn't see anything that could be 'learnt from' in your previous post, I only saw a hastily-drawn conclusion without any valid points as to how a (subjectively) poorly designed character could reflect badly upon the gameplay. For example, what if someone else tells us that they love the main character design? Which person do we listen to? You or him? Or do we simply follow our own vision?
Tonnes of people will claim that such and such a game has no innovation and they will be willing to put their 2 cents in after the fact, but if they were faced with being in the exact same situation they'd probably find themself facing their own horde of critics, despite their best efforts to please themselves and others. Pleasing everyone is impossible... it just can't be done. And while opinions and suggestions are always welcome to help improve the games, there's still no way you can please everyone, including that guy who claims to be the authority, and that if you listen to him your game will be all the better for it. As you say, you're a game developer yourself, I'd imagine you would be very familiar with this situation. So how do you handle it? Do you aim to please everyone? Do you aim only please yourself? Or would you listen to the people who claim to know what's best for your product?
Really, I'm not so attached to the game that I cannot take constructive criticism (just ask the beta testers!) but there are reasonable criticisms and there are also ones that just don't compute.
By the way, and on a positive note, the backgrounds look great. I think that my views on western-themed games have been negatively influenced by the abominable Freddy Pharkas, 3 Skulls Of The Toltecs and it's equally shoddy sequel; I sure hope that you haven't based "Al Emmo" on any of those!
Funnily enough, none of us had every played Freddy prior to making the game and some hadn't played any of the Larry games either! This is why I was saying that the game may
seem derivative, even though that's not the intention. Also, while the game is a Western, it's not really your typical "cowboys and Indians" type western; it's more due the fact that it's set in an Arizona-like land with a lot of cacti. But there are a lot of modern references and influences, plus many pop-culture references too. The narrative mthod is also kind of unique and I don't think anything similar has been really done like it before in an adventure game, so there's a good dose of original ideas in there to complement the tried and true stuff.
There will be a demo for "Al Emmo" made available at some point in the future, so even if people aren't planning on buying the game, they can still play the demo and see the style we've been aiming for.