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1076053 Posts in 44157 Topics- by 36124 Members - Latest Member: Fitzgerald

December 30, 2014, 06:28:24 AM
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1761  Feedback / Playtesting / Re: 3DP Entry: Generic Slash on: August 18, 2007, 08:20:07 PM
Alright quick comments, telegraph-style! Smiley:

1-The game is interesting and you have something good going on
2-Pressing the attack button should have the hit arrive faster. Speed up the animation and leave the hit frame longer.
3-Different direction slash would be great
4-Moving down the stairs should happen if you are completly on the middle of the icon, not just one bit touching it.
5-Animation for a transition between levels, no it pops from one to another too fast
6-Bonus for clearing a room. Extra riches and health boost
7-Charge attack. You could make it that the more you hold the button down, the more damage you'll make. The character would hold up his sword and then attack on button release. A bit like your goblin-like creatures.
8-On detah you should be able to continue at a save point. I suggest a special object found on certain levels (ie 1-3-5-etc...) that will allow you to respawn there.
9-On death, you'd loose half the XP, half your riches.
10-Weapon upgrades. For example, you could earn them by defeating enemies on certain floors or using special objects. An example could be to have a poisonous effect on your sword after defeating a dark blob or having a sword made of fire after hitting a special lava object. This could be a way to give a reason to the player to come back to previous levels
11-Multiple stair ways in levels.
12-Try to put the stairs in different places so the player has to do something to actualy move to other levels.
13-About stair case. Perhaps you could put the level changing events on a button so we could fight on the stairs and pick up the riches?
14-Block button and enemies that throws stuff at you.
15- Clearer blob attack and death. Make the blob deform on attack so we can have more anticipation, like the goblins. Make them a pool of goo instead of simply flat when they are dead.
16-Don't put enemies on the first spaces next to the stairs where we start a level.
17-I went up to level 102 and the basic tiles didn't change. I could be a good idea to use a darker set as you go down levels
18-Perhpas we could start at stair level 50 and try to reach the bottom of the pit to get the big treasure
19-Diversify your levels. make some that don't have enmies to bash, could be some simple puzzles or just a couple of traps that can be deactivated by moving them, like two ray guns that you would move them to make them face each other and they'd explode... Right now, we see everythign the game as to offer within the first level: press a button continuously. Make sure you add more depth to the game.
20-No enemies should stand on stairs
21-Make sure to add confirms on quitting games...

Well, I'm abit tired and can't think much of anything else... Hope it helps. Later!
 
1762  Developer / Design / Re: Are you gonna eat that? (Unusuable game plots) on: August 18, 2007, 07:44:12 PM
A golf game that is also a murder mystery. You need to play good enough to remain on the tour while solving the murder of your mentor. Think Shenmue meets Tiger Woods. There needs to be golf cart speed chases and wacking people over the head with a 9 iron.
Do it but try to add lights switching on and off at each holes with someone new dying each time Tongue
1763  Player / General / Re: What do you love about video games? on: August 18, 2007, 07:39:57 PM
What I enjoy the most about video games is that it's an emerging medium that have unique capacities to create experiences for the player.

I feel, as an artist, that a medium should allow the artist complete freedom of creating every details of his idea without any limition while keeping it accessible for its public. The video game medium has the strength of being create-able by anyone who has a little bit of time to invest and anyone with a computer can see the results.

Of course video games are not as creator friendly as other mediums, such as pencil drawing or sculpting, but they are part of the new era of tools: computers. As computers continue to impregnate themselves into our culture, video game creation will become as accessible as doodling or playing a song in the subway.

I believe that we will need to find a new name for this medium since the traditional view of what is a video game, the one we have right now, will become obsolete. As new titles will change this view, we will truly see the medium's full potential. Just compare a video game made in 1980 and one made 25 years later. Now try to imagine one that will be made in 25 years. I want to be part of those creators that will shape up the future of this medium.

So, I love it because its giving me new ways of creating, teaching and most of all, entertain my fellow humans. On top of it all, it gives you, as a player, the feeling of accomplishement that you can't get from other mediums.

I think that's pretty much why I like video games... Plus they are fun! Real fun! :D

Later!

1764  Player / General / Re: Man Hugs on: August 18, 2007, 07:17:19 PM
Aww chucks... thanks!
*nosexualdiscriminationhugs everyone*
1765  Developer / Design / Re: Are you gonna eat that? (Unusuable game plots) on: August 18, 2007, 09:07:25 AM
...Until he bursts open... Wink
1766  Feedback / Playtesting / Re: 3DP Entry: Generic Slash on: August 18, 2007, 05:10:30 AM
It's working! Smiley
1767  Player / General / Re: What's Your Favorite old school NES game? on: August 18, 2007, 04:13:57 AM
Ah yes, Mega man (first and 2nd) we're fantastic games (Third had its charms but didn't work out for me Sad )... It's hard to only pin-point one title.
Has someone mentionned Dragon warrior?
I played that game so much! Never had the chance of playing the other DWs on NES Sad It was the first game to tell me that cute was dangerous...



Later!
1768  Feedback / Playtesting / Re: 3DP Entry: Generic Slash on: August 18, 2007, 03:55:40 AM
Hmm, couldn't get it to start...I'll see if I can investigate why...
Later!
1769  Feedback / Playtesting / Re: Until I'm Gone- New game revealed! on: August 18, 2007, 03:52:38 AM
I'm going to assume it was an honest mistake and not a spam attempt. Smiley
Later!
1770  Feedback / Playtesting / Re: Broken Knuckles on: August 17, 2007, 06:29:11 PM
Thanks. I hope you have plans of making Broken Knuckles 2 Wink
Later!
1771  Feedback / Playtesting / Re: Arrrrrr! a Pirate game on: August 17, 2007, 06:23:46 PM
The game looks interesting, I'm downloading it right now. I,ll let you know what I think. Later!
1772  Developer / Design / Re: Are you gonna eat that? (Unusuable game plots) on: August 17, 2007, 06:17:53 PM
Xion: You know, that vaguely reminds me of when I used to play the original sims... I want the character to kill himself but he doesn't want to. I tell him to go somewhere else but he doesn't. The character simply doesn't listen to what I tell him to do. So in the end, I kill him by burning him alive.

Well, it's not exactly the same... but... anyway, it's an interesting concept.

The chibi robot is also interesting but it would be kind of a "Chucky"-like game where a small animated doll kill of people... Could be fun! Smiley

Later!
1773  Player / Games / Re: Whoops, sorry! on: August 17, 2007, 05:58:36 PM
The game's got a nice vibe to it but I also didn't know what I was doing Tongue

Anywho, don't feel bad about anything... You're now in GOD MODE! Smiley
Later!
1774  Feedback / Playtesting / Re: Vectra on: August 17, 2007, 09:14:09 AM
I'm downloading it, I'll post when I have something to say!
Later!
1775  Feedback / Playtesting / Re: Until I'm Gone- New game revealed! on: August 17, 2007, 09:12:59 AM
A very promissing game! The graphics are very well done... The freeware idea puzzles me a bit... Why is such a good looking game like this, with hired pros, is being given away? Although I'm not complaining, I'm simply intrigued to know why you decided to make this move. I'm not going to say anything against generosity, that's for certain! Smiley

When will you have a playable demo for this and what will be the system requirements?
Later!
1776  Feedback / Playtesting / Re: Broken Knuckles on: August 17, 2007, 09:05:38 AM
Hello there!
Ah, the pride meter is very nice then! Smiley I would make the health bar flash in blue to show us the link between both gauges.

And you know what? Because of you guys, I just want to make one myself! :D I already have a design document for a beat-hem-up almost ready for development and you've given me the will to pick it up even though I have 4-5 projects in development! Smiley

May I ask you a simple question? What did you find the most helpful? The list or the full treatment?

I'm working on making a very elaborated critic/feedback formula... Are there things you think I didn't cover enough? For example, do you wished I had talked more about graphics/sounds/controls?

Thanks for your input!
Later!
 
1777  Player / General / Re: Mobile Gaming on: August 17, 2007, 08:57:10 AM
True. Also, game design wise, it's quite interesting to be able to use a strong network such as the telephone. I'm pretty sure that numerous games will allow the player to communicate between them while playing a game. And I'm not even thinking about all the possibilities of using speech inside the actual game. We've seen how the DS can use a microphone, it's just a matter of time before cell phone game designers use this avenue.

Later!
 
1778  Feedback / Playtesting / Re: Broken Knuckles on: August 16, 2007, 07:42:05 PM
Napoleon is way too hard. We can’t hit him when he’s under ground and we have barely the time to move. When running around, he’s moving a bit too fast and we can’t hit him when he shoots his drill  Funny tho  it’s weird that we can’t hit him since that’s what we’ve been doing all the time in the game before.
This should read:
Napoleon is way too hard. We can’t hit him when he’s underground and we have barely the time to move. When running around, he’s moving a bit too fast and we can’t hit him when he shoots his drill... Funny tho :D It’s weird that we can’t hit him since that’s what we’ve been doing since we started the game.

Sorry about that. I didn't clean up my quick notes correctly. That's what I get from being hasty.  Cry At least the document is alot cleaner  Roll Eyes
Later!
1779  Feedback / Playtesting / Re: Broken Knuckles on: August 16, 2007, 07:33:04 PM
Hello there! Well, looks like you've been a lucky winner of a full critic and feedback threatment Tongue Those last few events got me a bit down and I simply wanted to focus on what is important and it just so happens that your game was there so, here we are now! Smiley

Short list version:

-Always have confirmations on exit

-Title: The font’s outline is too wide, we loose the text

-Options: Full screen choice is a good thing Smiley

-You should show the controls options right away in the option screen.

-Back/Quit option should be last thing in a menu

-Nice use of tutorial screen but I would add some animations to it

-Game screen: if there are no 2nd player, don’t show the 2nd character at all during the game. it's just weird.

-Controls: Punching speed too slow. Should punch the second I pres the button. 
Same thing with kick. 

-No combo system with kick. It would be very nice

-Combo system with punch: last punch not strong enough, we don't feel any differences.

-Enemies are too strong: they don’t fall to the ground fast enough to make us feel strong.

-I feel that it’s better to have more waves of weaker enemies at first than few unbeatable enemies to show the strength of the character

-When you get caught by an enemy, you can’t escape easily because they hit too fast and you're stunned.

-The use of block is negligible. You can still get hurt using it since it cannot be held down. Perhaps a system where you'd loose a bit of health when you're hit when blocking but the blocking stance could be held.

-Screen scroll: to help the player, you could make the screen scroll the moment the avatar is located at the middle of the screen.

-Hit range too close. You have to give more threatening range to the player.

-There are no throws Sad

-Using kick to drop weapon is weird. Try to find a new way of doing this.

-You can buy weapons and in the next phase, someone comes in with a weapon. It’s frustrating. You should either give us a weapon first and then show a shop

-Although I like the idea, the bulldozer is very hard and it’s quite weird to bring one down with your fists. Perhaps beat someone who would have a sledge hammer or something to help us destroy it. Also, it sounds like a fly stuck in a window, trying to escape Smiley

-Lots of humor sparkled around the game :D

-Music, although catchy, gets some what redundant over time. The level 4 song is nice!

-The levels are a bit long. I’d shorten them down a bit. You could make a sixth level to the game if you want the exact same length

-Transition time between game over and title too long.

-Not enough variation between enemies and their behavior.

-Overall enemies should be a bit slower than main character unless until last level.

-Try to find something to diversify the player’s experience. We only press punch or kick rapidly continuously. We need something more. Sad

-Use empty gun as weapon and show how many bullets remaining 

-Why enemy drop their weapons even if there are still some bullets in the guns?  Huh?

-We have to be able to throw someone in the subway! Smiley

-Enemies are pushed back when hit. We punch and kick and they get out of range and we have to move forward to get them again

-Napoleon is way too hard. We can’t hit him when he’s under ground and we have barely the time to move. When running around, he’s moving a bit too fast and we can’t hit him when he shoots his drill  Funny tho Smiley it’s weird that we can’t hit him since that’s what we’ve been doing all the time in the game before.

-Enemies hitting enemies is satisfying!

-Game needs more brutal weapons (such as sinks, baseball bats, bottles, etc…) to follow the overall humor of the game.

-What’s pride meter? How do you get it? Rage is simple but can’t seem to understand pride. Huh?

-The Hit detection against the tank is a bit weird.

So there you go the first part. The second part can be found in this attachment. The file is 5 pages long. Personaly, I'd post it but some might not want to scroll through it so I made a doc out of it. In theory, everything in the list should be in the document but there is a chance that I've missed some points. So, there might be things in the quick list I haven't detailed much.

So there you go! Hope it's helpful enough!
Later!
1780  Player / General / Re: What's Your Favorite old school NES game? on: August 16, 2007, 01:45:05 PM
Double dragon 2!  Kiss
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