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Feedback => Playtesting => Topic started by: jron310 on July 02, 2014, 06:57:16 PM



Title: Cobi Adventures - Alpha test
Post by: jron310 on July 02, 2014, 06:57:16 PM
Hello All! I'm brand new here, so forgive me if I violate anything, i called myself reading the rules.

My name is Gerron, 1 man team at Anthony Koncepts, currently developing during whatever free time I have and of course paying out of my pocket working full-time.

The game under development is 'Cobi Adventures: The Invasion' and it is a 2.5D side scrolling twin-stick shooter. You play as COBI, a little android bent on saving the planet from a damaging invasion. Take down waves of enemies by collecting power-ups and items that will gradually make you stronger. Objective?: Get you best score possible challenging you, your friends, and even the world!  .. also save the planet.

Please test and give honest feedback (yes, bad feedback is welcomed) and lemme know what you think. Keep in mind I still have TONS of work to do, and although mostly is graphical, game-play elements may change some in future updates or release. Thank you!

IndieDB Download:: http://www.indiedb.com/games/cobi-adventures/downloads/cobi-adventures-pre-alpha

Game-play Video:: http://youtu.be/VSrih6Y04AE

(http://anthonykoncepts.files.wordpress.com/2014/07/the-invasion-build-pic3.jpg)

(http://anthonykoncepts.files.wordpress.com/2014/07/the-invasion-build-pic2.jpg)

(http://anthonykoncepts.files.wordpress.com/2014/07/the-invasion-build-pic1.jpg)

(http://anthonykoncepts.files.wordpress.com/2014/07/the-invasion-build-pic5.jpg)

(http://anthonykoncepts.files.wordpress.com/2014/07/the-invasion-build-pic4.jpg)


Title: Re: Cobi Adventures - Alpha test
Post by: Quicksand-S on July 02, 2014, 09:18:38 PM
I had a good time for a while there.

-I really like the music.

-The levels feel dead at the moment. The story mode level at least has buildings, but in the arcade one I don't even feel like my ship is moving until the enemies show up. One thing that can help with that last part is adding engine flames or something like that. Then the movement speed of the player's ship is always shown by the direction and length of the flame.

-Is there an ending to story level 1 right now? If so, I feel like it takes too long to reach it. I got kill after kill but eventually I stopped enjoying shooting the same enemies over and over.

-There was almost no challenge. The orange ships that get a bit closer in arcade mode are a threat only because you might run into them, but the red ones are no threat at all. I'm not a person who generally plays this genre of game and I had no trouble avoiding projectiles. I think the issue may just be that they don't fire often enough. The green ships only fire once every ten seconds, so I wasn't even sure if they could shoot until I purposely stopped attacking to check.

-Enemy projectiles jitter while the camera is moving.

-I really like that, even in a sci-fi game, the player uses normal bullets and missiles/flamethrower at the start rather than energy weapons.

-This is a little thing, but I find it strange that the in-game skybox is bright and sunny while the title-screen background looks oppressive and smoggy.

-The gamepad controls feel really good, but it would be nice to be able to use the menu with the gamepad.

-I didn't like that the boundaries of the level were so far from the actual visible edges. I was caught off-guard by it a few times, suddenly getting stopped by an invisible wall when I thought I had room to maneuver.

-I'm not sure that a simple bar works well to show the special-weapon's ammo level. It's not particularly clear how many shots I have (with the rockets, anyway).

-I'm not a fan of the sphere of circles that surrounds my ship when I'm powered up, and I'm not entirely sure if it does anything or if it's just there to show that I have a power.

-I was very happy to see that the enemies were not bullet-sponges.

I thought this was quite good. I kinda like the art style even at this early stage. I'd love to see more enemy and weapon variety, as well as sounds for the ships' engines and the enemy shots. I think this has a lot of potential and I'm curious to see where it goes from here.


Title: Re: Cobi Adventures - Alpha test
Post by: DevLizard on July 03, 2014, 06:27:26 AM
It carry's on for a long time. (The First Level is what I am referring to.)
The music is good.
I really like certain aspects of the gameplay .
The effects when firing combined with the sounds feels really nice.
I am not a fan of these type of games. It feels too generic and repetitive.
The only games like these that I would play usually have certain twists in the gameplay.
Add a strange, different gameplay mechanic to your current game, and I am a 100% supporter. Keep us posted.  :) :) :)


Title: Re: Cobi Adventures - Alpha test
Post by: Lappin on July 03, 2014, 01:00:43 PM
Could not get the game to run. Windows told me that the program wasn't a valid win32 program. I looked at the system requirements, but couldn't see any problem. Is the game built for a 64-bit computer only? In that case, that should be added to the system requirements.

P.S. I'm also new on TIGForums :)


Title: Re: Cobi Adventures - Alpha test
Post by: Quicksand-S on July 03, 2014, 01:23:41 PM
Is the game built for a 64-bit computer only?

Yes, it does seem to be. It should be possible to make a 32-bit version with Unity, though, which may be a good idea.


Title: Re: Cobi Adventures - Alpha test
Post by: jron310 on July 03, 2014, 08:51:20 PM
Thank you all for testing! I really appreciate it.

First, I wanna say oops! I wasn't aware of the 32-bit error. I'll have to fix that right away.
 
Second, I should have made it more apparent before releasing into the wild the main 'objective' of the story. The idea behind the story mode which separates it from arcade is that there is a goal you have to complete as fast as possible to get the best score possible. The goal is collecting 'gems' (WIP on what it's suppose to be) which is those green diamonds that only the green enemies drop. Collect those and fill the meter at the bottom of the screen as fast as they come at you. I'm still working on for balancing. As some point out, I want it to be for casual players or players who's not really into these types of games to easily grasp and have fun and complete. At the same time, I want it to be for those who love these types of games and are hungry for high scores. So the objective and how its going to be presented and attained is still being worked on, and is currently the main focus besides the art direction. 

Third, not wanting to give away everything, just know there are more enemies, weapons, and possibly an extra pick-up or two I'm still playing with. Its just that this was the most current and stable build and I was told to get as much feedback and exposure as early as possible. So no worries there... yet  :)

Thank you all very much, I hope you stick around or more show up! As I posted, I work full-time so it's not gonna be update after update or reply after reply. I will try to keep it as frequent as possible.