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Feedback => Playtesting => Topic started by: increpare on January 30, 2009, 12:41:46 AM



Title: Transplatform
Post by: increpare on January 30, 2009, 12:41:46 AM
(http://www.maths.tcd.ie/~icecube/transflash/flashformbig.png)

meh (http://www.kongregate.com/games/increpare/transplatform); my first 'proper' attempt at doing something in as3 degenerated into something that I didn't think worked well enough to continue further at.  AH WELL.

(http://www.maths.tcd.ie/~icecube/transflash/bedroombig.png)


Title: Re: Transplatform
Post by: Stane on January 30, 2009, 01:20:04 AM
Reminds me of Passage


Title: Re: Transplatform
Post by: increpare on January 30, 2009, 06:41:39 AM
Reminds me of Passage
I guess I can see where you're coming from with that.

I...doubled the player velocity; it's a lot more playable now


Title: Re: Transplatform
Post by: Kneecaps on January 30, 2009, 02:21:51 PM
Before I post my thoughts, I should let you know that I only got to the level in the laboratory with old people.

From what I played, the platforming and story seemed to have a pretty weak relationship.  Mirror Stage seemed to connect these elements together much better than this game.  Why were there thingies to collect(If that was answered later in the game, my apologies)?   I think that the disconnect got rid of some of the "meaningful play" that I find important in games. 

Due to the player's slow movement and the fact that the game had no anti-aliasing(as it should), it felt like flash was being stupid and playing at a slow framerate.  If there was subtle animation in the background at 30 fps or so (in at least several of the stages) I think the slow framerate effect would go away.

My main problem with the whole thing though is that there really isn't anything that stands out about the game to me.  It was generic platforming with low-res graphics and a not very interesting story.  I'm hoping that your next Flash game will be much more awesome.

I guess part of the reason I'm whining so much is because I really liked Mirror Stage, and this game seemed similar to it, but worse.  In fact, Mirror Stage partially inspired the game I'm currently working on.

I hope I didn't sound like too much of a dick in this post :crazy:.  I just know that you can do better!


Title: Re: Transplatform
Post by: Super-Dot on February 02, 2009, 11:49:28 PM
Out of curiosity, what were you trying to accomplish with the game? Make the player feel as though he's turning into a woman? Give gender changers a face that doesn't incite controversy?


Title: Re: Transplatform
Post by: increpare on February 02, 2009, 11:58:14 PM
From what I played, the platforming and story seemed to have a pretty weak relationship. 
I agree.

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Due to the player's slow movement
it was originally twice as slow...

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and the fact that the game had no anti-aliasing(as it should),
please.

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it felt like flash was being stupid and playing at a slow framerate.  If there was subtle animation in the background at 30 fps or so (in at least several of the stages) I think the slow framerate effect would go away.
That's an interesting suggestion.

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I hope I didn't sound like too much of a dick in this post :crazy:.  I just know that you can do better!
I don't care much about doing better or worse than anything.  I like experimenting, and I like the possibility of projects not working out to my satisfaction.

Out of curiosity, what were you trying to accomplish with the game?
I don't know.


Title: Re: Transplatform
Post by: Fuzz on February 03, 2009, 12:12:38 AM
I actually loved the game. The gameplay actually really helped to show the story. I liked the slow progression from male to female, and it felt like it really deeply explored the feelings of transgendered persons.


Title: Re: Transplatform
Post by: Kneecaps on February 03, 2009, 05:59:04 PM
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and the fact that the game had no anti-aliasing(as it should),
please.
Gah, I didn't phrase this right.  I meant that the high pixelation makes it impossible to see a smooth movement thingy with that speed of movement.  The "as it should" meant that the game would look really weird if you let the character fade in between pixels.  I probably didn't need to explain this.  Whatever.

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I don't care much about doing better or worse than anything.  I like experimenting, and I like the possibility of projects not working out to my satisfaction.

Awesome.  If the game I was working on now wasn't for a compo, I'd like to take more risks with my games as well.