|
Title: Pluck - Gauntlet, but not. Post by: BenLap on July 29, 2012, 07:48:13 PM (https://dl.dropboxusercontent.com/u/15396827/Pluck%20Screencaps/new_logo.png) Hi all, my name is Ben. It used to be Richard but that's a long story. I've been working on this game for about a year now. I launched a successful Kickstarter campaign, too! http://www.kickstarter.com/projects/2093825880/pluck (http://www.kickstarter.com/projects/2093825880/pluck) What is Pluck? Here's an archaic definition: Pluck, noun courage, usually in the face of difficulties or hardship This is the definition I like to use. Pluck is an action, arcade game that features randomized everything. Enemies lurk around every corner and with the help of the randomized level selection system, you can't be entirely sure where each level takes you. I think it's inspired by the Binding of Issac, Gauntlet, and Catacomb Snatch. It is important to note that level selection is randomized. The player will progress through a randomly chosen small, medium, and large level. Once the large level is completed, the player will be taken to a randomly chosen boss room. There are two bosses included in the alpha and there are many levels. I feel like I've been hiding Pluck from the world, and that doesn't do anyone any good. If this game is going to be played by other people, I had better make sure that you like it. All feedback and comments are appreciated! (http://i1159.photobucket.com/albums/p627/BenLap/download_button.png) Download the latest build here (https://dl.dropbox.com/u/15396827/Pluck_alpha_072912.exe) (Dropbox) For testing purposes, you can hold the M key to give yourself money, health, energy, etc. If only life worked the same way... Find Pluck on Facebook here: link (http://facebook.com/pluckthegame). (http://button.indiedb.com/popularity/medium/games/18506.png) Find Pluck on Indie DB (http://www.indiedb.com/games/pluck) Video Pluck Teaser Trailer (http://www.youtube.com/watch?v=uYNgMUzQM4w) Screenshots The Tombs (http://i1159.photobucket.com/albums/p627/BenLap/screenshot138.png) The Caves (http://i1159.photobucket.com/albums/p627/BenLap/screenshot145.png) Nin (http://i1159.photobucket.com/albums/p627/BenLap/screenshot136.png) Graphics, sounds, and features are subject to change. Title: Re: Pluck - Did you like the Binding of Issac? Post by: Quarry on August 05, 2012, 06:13:12 AM Quote For testing purposes, you can hold the M key to give yourself money, health, energy, etc. If only life worked the same way... If only life had an M key Title: Re: Pluck - Did you like the Binding of Issac? Post by: randomshade on August 05, 2012, 08:25:13 AM I really enjoyed Binding of Isaac and it was undoubtedly the game I spent the most time playing last year (Steam confirmed this for me.) So it's cool to see other folks continuing down similar paths.
Spent about 10 minutes or so playing your game and have just a tiny amount of feedback. I'll try and give it a more thorough run through this week and get back with more detailed feedback. -Running the game in a frame less window = annoying for me. I hate not being able to move the window around into the best position on screen, and on my laptop the bottom portion of the window was covered up by the taskbar. -The controls are responsive and feel correct, but lack some of the fluidity that I really like about BoI's controls. Everything in Pluck feels sort of stiff. -The production values are quite good for a game that is so early in development. There's obviously some rough art here and there but I was surprised to see that everything was cohesive this early. -Like I said, only played for about 10 minutes and across one area but apart from some traps, the only enemies were slimes. A little more variety early on would definitely help engagement. -The turrets = cool and the turret aiming control = really freaking cool. The other abilities and the second weapon option didn't seem very useful. Title: Re: Pluck - Did you like the Binding of Issac? Post by: BenLap on August 05, 2012, 09:44:55 PM Quote For testing purposes, you can hold the M key to give yourself money, health, energy, etc. If only life worked the same way... If only life had an M key If only... I really enjoyed Binding of Isaac and it was undoubtedly the game I spent the most time playing last year (Steam confirmed this for me.) So it's cool to see other folks continuing down similar paths. Spent about 10 minutes or so playing your game and have just a tiny amount of feedback. I'll try and give it a more thorough run through this week and get back with more detailed feedback. -Running the game in a frame less window = annoying for me. I hate not being able to move the window around into the best position on screen, and on my laptop the bottom portion of the window was covered up by the taskbar. -The controls are responsive and feel correct, but lack some of the fluidity that I really like about BoI's controls. Everything in Pluck feels sort of stiff. -The production values are quite good for a game that is so early in development. There's obviously some rough art here and there but I was surprised to see that everything was cohesive this early. -Like I said, only played for about 10 minutes and across one area but apart from some traps, the only enemies were slimes. A little more variety early on would definitely help engagement. -The turrets = cool and the turret aiming control = really freaking cool. The other abilities and the second weapon option didn't seem very useful. Thanks for the awesome feedback, randomshade. The window border issue has been noted and will surely be mended. Movement in Pluck is definitely something I want to get right. I know exactly what you mean about the stiff movements. I, too, enjoyed the way Issac's body sort of slides in BoI and I'm working on capturing that neat effect. More enemies have been added in the latest build (which I'll post later) and more boss encounters as well. I'm glad you enjoyed the turret targeting system I've implemented. I'm working on making the turrets more feature-filled (upgradeable turrets, etc.). Title: Re: Pluck - Did you like the Binding of Issac? Post by: tequibo on August 06, 2012, 04:10:53 PM Certainly looks interesting. I like roguelike-likes. (I've even just released one (http://forums.tigsource.com/index.php?topic=22007.0) myself)
Some thoughts: - I didn't get at first how turret worked. I tried to use it as a weapon, and only after some time I understood that I need to use ability to spawn it first. Possible solution - block selection as a weapon of there is no turret present. Though I'm not sure why there is manual control. Isn't point of turret to shoot by itself? Thought, would be neat if it chose targets some smart way - closest to player, or strongest, or weakest. Love turrets in games too, by the way. - Abilities feel too alike. Would be neat if lighting would be a chain lightning, gum would have a bigger area of effect(or that is what levels are for?), etc - Default gun is too weak and enemies are too numerous, and they keep spawning so game feels grindy - It is not clear at first if you can destroy spawners. Especially weird situation with holes and slimes. I mean you shoot at hole, and it eventually closes? - I find gun sound a bit annoying. Even if it's a placeholder. - I've played few times, but got stuck twice - once I level started behind gates, with no key nor keyhole near. After playing some more, I understand that slimes can drop keys, but that is not what I would expect from non important trash mobs, maybe I just spoiled by game tropes, but it's usually some special enemies who have keys, so I restarted. Second there were destructible wall, but I've spent mana on killing slimes. Again I haven't seen them left mana thingy after death, so I just hit "M". - There should be more notable feedback for when player is hurt - I have found coffee bean and everything gone dark(???) What kind of treasure is this? - There is no instruction that spacebar is for buying. And it seems weird buying from no one I guess most of this stuff is there because it's alpha. Keep it up, game looks promising! Title: Re: Pluck - Did you like the Binding of Issac? Post by: BenLap on August 06, 2012, 04:56:44 PM Certainly looks interesting. I like roguelike-likes. (I've even just released one (http://forums.tigsource.com/index.php?topic=22007.0) myself) Some thoughts: - I didn't get at first how turret worked. I tried to use it as a weapon, and only after some time I understood that I need to use ability to spawn it first. Possible solution - block selection as a weapon of there is no turret present. Though I'm not sure why there is manual control. Isn't point of turret to shoot by itself? Thought, would be neat if it chose targets some smart way - closest to player, or strongest, or weakest. Love turrets in games too, by the way. - Abilities feel too alike. Would be neat if lighting would be a chain lightning, gum would have a bigger area of effect(or that is what levels are for?), etc - Default gun is too weak and enemies are too numerous, and they keep spawning so game feels grindy - It is not clear at first if you can destroy spawners. Especially weird situation with holes and slimes. I mean you shoot at hole, and it eventually closes? - I find gun sound a bit annoying. Even if it's a placeholder. - I've played few times, but got stuck twice - once I level started behind gates, with no key nor keyhole near. After playing some more, I understand that slimes can drop keys, but that is not what I would expect from non important trash mobs, maybe I just spoiled by game tropes, but it's usually some special enemies who have keys, so I restarted. Second there were destructible wall, but I've spent mana on killing slimes. Again I haven't seen them left mana thingy after death, so I just hit "M". - There should be more notable feedback for when player is hurt - I have found coffee bean and everything gone dark(???) What kind of treasure is this? - There is no instruction that spacebar is for buying. And it seems weird buying from no one I guess most of this stuff is there because it's alpha. Keep it up, game looks promising! Excellent feedback, tequibo. Turrets currently work by targeting the closest enemy to themselves. I included the manual targeting system so that the player can focus the turrets on a particularly troublesome enemy. Sort of like an instakill, if you will. I'm planning on adding more features to the turrets; such as leveling, different ammo types, etc. The abilities are quite alike for the time being. A leveling system for the abilities has been implemented but I have yet to saturate it with features. I like the idea of chain lightning and I will surely find a way to implement it. Note that the game is still in alpha, and, thus, everything is unbalanced. I understand what you mean by grindy. Fear not, this will be fixed. Sound effects are still being worked on. In the level where you started behind gates with no keyhole nearby you had to close the three spawners to lower the gates, but, alas, the player has no way of knowing this. This has been noted, and will be revised. Feedback for when the player is hurt has been noted. That "coffee bean" was one of the curse tomes (powerups) I've added in the game. It's supposed to turn the difficulty up a notch by covering the screen in a shroud of darkness. I'll find a way to teach the player that the spacebar is for purchasing items. You raise an interesting point, tequibo. Who exactly is the hero buying these items from? I'll think of something. I appreciate your informative feedback. |