|
Title: Hadegonia (action-puzzler horror platformer) Post by: trq on July 05, 2011, 03:53:05 PM (http://dl.dropbox.com/u/24325446/postx2.png) CLICK TO WATCH VIDEO (http://www.youtube.com/watch?v=SunDxh_BpQw) Features: pushing crates, smashing enemies, constantly draining lifebar, disturbing "bad trip" psychedelic atmosphere, BOSSES, HUNTER an so on. (http://dl.dropbox.com/u/24325446/shot11.png) (http://dl.dropbox.com/u/24325446/shot22.png) (http://dl.dropbox.com/u/24325446/shot33.png) DOWNLOADS: Gamejolt (http://gamejolt.com/freeware/games/platformer/hadegonia/5563/) IndieDB (http://www.indiedb.com/games/hadegonia) (there's Russian version too, if u mind) System Requirements: Windows XP\Vista\Seven, DirectX 9C, Video Card with support for Pixel Shader 2.0. I need general feedback. Also, if you liked the game and have accounts on these sites, please, rate it. P.S. The game inspired by my own out-of-body experience (it's about atmosphere of course, not gameplay). P. P.S. Yeah, lasers and switch buttons w/ blocks are borrowed from suteF; when I played it I thought: "Man, it's almost same what I'm working on!" :lol: Title: Re: Hadegonia (action-puzzler horror platformer) Post by: Ronsho on July 05, 2011, 06:42:17 PM Nice atmosphere, great music. I got a bit tired of getting stuck and having to wait to die when I accidentally pushed all of my crates onto the ground (particularly the "friend" level). Then I realized that I could use the mouse to stack them. Was this intentional? I enjoyed the lion boss, creepy and had an interesting win strategy. How about a pause button (I'm listening to the character die over and over again as I write this...).
I like the fact that you based it on your own out-of-body experience, but many of the elements of the game (moving of boxes...) are so standard in platformers that it didn't feel very personal, I didn't really feel like I was getting much of your experience, aside from a few narrative interjections. What aspects are directly taken from your experience? Are they more narrative elements or are there actions that the player is performing that you did while you were OOB? Title: Re: Hadegonia (action-puzzler horror platformer) Post by: trq on July 05, 2011, 08:02:38 PM Quote Then I realized that I could use the mouse to stack them. Was this intentional? OH MY! Forgot to remove this dev-cheat feature! Re-uploading fixed version right now Quote I like the fact that you based it on your own out-of-body experience, but many of the elements of the game (moving of boxes...) are so standard in platformers that it didn't feel very personal, I didn't really feel like I was getting much of your experience, aside from a few narrative interjections. What aspects are directly taken from your experience? Are they more narrative elements or are there actions that the player is performing that you did while you were OOB? Quote from: me (it's about atmosphere of course, not gameplay) Of course I mean that feeling of dark hollow world filled with strange constructions, not moving of boxes :lol:I got a bit tired of getting stuck and having to wait to die when I accidentally pushed all of my crates onto the ground (particularly the "friend" level). Quote How about a pause button Didn't you checked keyconfig.exe? There's <restart> and <pause> buttons (pause can be readjusted only for gamepad, though. For keyboard use ESC)Title: Re: Hadegonia (action-puzzler horror platformer) Post by: trq on July 07, 2011, 01:20:45 AM More feedback, please?
Title: Re: Hadegonia (action-puzzler horror platformer) Post by: MattG on July 07, 2011, 10:21:06 AM I like the snow effect, the main character has a cool wild things look too. definately diggin the square wave old school soundtrack
Title: Re: Hadegonia (action-puzzler horror platformer) Post by: Cosr on July 08, 2011, 07:55:55 AM When I first reached the level 'Avoiding Meeting' the game started lagging pretty badly...I stuck with it, though, and it stopped after I died a few times. Not sure if you have some memory leak, or if it was something on my end, or what. Just thought I would mention it.
As awesome as bear pajamas are (pretty bloody awesome), I didn't really like the look of the main character. It looks more like their head is in the bear's neck (ie, with the bear head filled by something other than the character's head) rather than the head being the pajama hood (and the character's head being in the mouth). Unless the intent was to make the character look like they're inside a stuffed teddy bear, rather than wearing bear pajamas. This stands out because some of the other art (particularly the bosses) is quite nice. The bosses are definitely interesting visually, but really rather dull to fight. The basic enemies are not very threatening (though one of the leaping rat things did knock me into a laser once). Neither are the bosses, with the easy access to healing. I think the only time I actually felt threatened was in the levels with Hunter. Even the end boss felt more like a tedious annoyance than a threat. A lot of the environments seem very samey, and not very interesting. A little too big and empty perhaps, in a boring sort of way. The only two levels that stand out to me are 'The Saw', because of the centerpiece, and the level with the phallic things that have opening and closing mouths in the background. Also, the levels with the bosses, which mostly only stand out because of the bosses, though. I liked the visual noise and the ambient music. They helped to start building a sort of dark, maybe foreboding atmosphere, but the game didn't really grab me enough for the atmosphere to develop. The final level with Hunter was well done, except beating him and getting him as a weapon seemed rather gamey. As did jumping on enemies. You might consider forcing the player to avoid them or crush them with blocks, as I think that would work much better from an immersion/atmospheric stand point. As far as the story is concerned I never felt that the end boss had manipulated me, partially because I didn't remember what he had said to me earlier by that point. He really wasn't present enough throughout the game to feel like he had been using me. Title: Re: Hadegonia (action-puzzler horror platformer) Post by: trq on July 08, 2011, 07:37:14 PM 2Cosr
Quote Unless the intent was to make the character look like they're inside a stuffed teddy bear, rather than wearing bear pajamas Yes, I really made it as actual bear pelage, not pijamasAs regards lack of hard action, it's may be because first I tried to make pure puzzler, but later I decided to add more action. Also, I tried to avoid making of a hardcore game, so maybe, I overdid with this Title: Re: Hadegonia (action-puzzler horror platformer) Post by: EnterTheStory on July 09, 2011, 02:41:49 AM As a passing stranger, I think the kid in the bear suit is a genius touch. Little things like that make a game memorable, even if people only glance at it for one second.
Title: Re: Hadegonia (action-puzzler horror platformer) Post by: Cosr on July 09, 2011, 06:47:24 PM 2Cosr Quote Unless the intent was to make the character look like they're inside a stuffed teddy bear, rather than wearing bear pajamas Yes, I really made it as actual bear pelage, not pijamasWell, that's ok then. I guess because I like bear pajamas I must have hoped that was what they were, or something. That and I think I made a connection between the character wearing pajamas and being a dreamer in a strange land. As regards lack of hard action, it's may be because first I tried to make pure puzzler, but later I decided to add more action. Also, I tried to avoid making of a hardcore game, so maybe, I overdid with this Lack of action, or lack of hard action isn't necessarily a bad thing. But with the boss fights, the length and lack of difficulty made them, for me, seem to just sort of drag on too long. Title: Re: Hadegonia (action-puzzler horror platformer) Post by: vittorioromeo on July 10, 2011, 04:51:07 AM Great game. I really like the "noise effect".
Also, the collisions seem perfect! What method are you using to resolve collisions between the player and the world? Title: Re: Hadegonia (action-puzzler horror platformer) Post by: trq on July 10, 2011, 06:06:44 AM Great game. I really like the "noise effect". I just used Construct and its built-in platform engine, my own that I made was sux, :lol:Also, the collisions seem perfect! What method are you using to resolve collisions between the player and the world? Sorry, I'm not hardcore programmer, more like game designer :) Construct Classic is open source, so may be you'll can find C++ source files of Platform Behavior plugin and have a look at it Title: Re: Hadegonia (action-puzzler horror platformer) Post by: phubans on November 10, 2012, 03:03:46 PM Sorry to necro this, but I just found out about this game today and I love it. It's fantastic. Great atmosphere! It's one of the few videos that I'm trying to do a "Let's Play" of, but it doesn't seem to play well with FRAPS; it crashes every time it loads a level :(
Other than that, I'm looking forward to playing more, but I'd really like to record my experience. Title: Re: Hadegonia (action-puzzler horror platformer) Post by: SoulSharer on November 10, 2012, 10:29:53 PM Great game so far (currently on level Saw, a little stuck). Maybe you should develop the idea further?
|