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301
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Feedback / Playtesting / Re: VeryDoge
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on: August 14, 2014, 09:16:54 PM
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I'm not entirely sure why you'd make a game based on a meme, but ok.
I thought it played pretty well. I didn't have any issues with the controls. In contrast to oodavid, I was never pressing the buttons at the same time so it wasn't a problem.
I like how the Doge looks. His "arms" blend nicely with his body no matter what position he's in, so that's good.
I found the interface pretty straightforward and easy to understand. One little "issue" is that the symbols on the pause menu don't line up with the buttons below them.
It's a very simplistic game, but a lot of people like simplistic games so that's not necessarily a bad thing. I do think the gameplay is a bit uneven, though. It gets faster and faster, finally becomes a challenge and then...gets slow again. It felt like it should be an endurance race. It should get incredibly fast and then I should just have to try desperately to last as long as I can at that speed.
Anyway, overall I think it's pretty decent for what it is.
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302
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Feedback / Playtesting / Re: Legend of Brightness is desperately seeking feedback
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on: August 14, 2014, 09:09:53 PM
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Nothing seems to work well on my old iPod Touch, so I probably won't try this. I thought I'd still comment, mainly to give my thoughts on how you can get more people to give your game a shot.
-The art in the screenshots looks really great. Very impressive work.
-I would recommend that you get that translator to look at your App Store page too. The text in the description and in the screenshots is a bit strange in places.
-Maybe one of the reasons nobody is playing your game is that it's unclear what sort of game it is. Your screenshots don't really show gameplay, and the description just says "war and strategy" which could mean quite a few different things.
-I'd recommend removing the "|" or "1" characters from your description (It looks like a vertical line, but comes up as a one when I copy it). It really looks like it says "18 modes of powerful formation" when I assume it's only 8, since the "1" shows up at the beginning of many of the lines. You don't want to accidentally promise more than you're offering or you'll make some players angry.
I'm not going to go through and rewrite the whole description, obviously, but some simple things you can fix are as follows:
-"the game’s also boasts" -> "the game also boasts" -"scenes with a overarching narrative" -> "scenes with an overarching narrative" -"Elaborated instruction" -> "Elaborate instructions" -"Deep strategically elements" -> "Deep strategic elements"
It might be a good idea to create a trailer and/or a gameplay video to show how the game actually plays. That will help entice people to try it. I've also seen a lot of people say that social media is incredibly important for getting people to hear about games, so you might want to create a Twitter account, talk about it on Facebook, etc.
I would love to see a video of it. I'm really curious what the game is like.
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303
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Feedback / Playtesting / Re: VIDdEO
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on: August 14, 2014, 08:56:04 PM
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I didn't play long. When I got into the second room by using the VHS tape, I went to the bottom expecting the view to change. It didn't, so I was off-screen with an enemy right behind me. I quickly retreated back to where I'd come in, but the combination of a weird camera angle, film-grain and darkness made it difficult to find the door.
Anyway, my thoughts/suggestions/observations:
-The walking animation looks awkward. The leg movements are a bit stompy. The arm movements are pretty good, though.
-The character's movement speed does not match with the animation speed, so she just slides around rather than actually looking like she's walking.
-Pressing Escape brought me to the title screen. Pressing it again brought me back to the game. I tried again, thinking maybe I could do something from the title screen and this time the menu popped up instead. I have no idea what was going on there.
-Pressing Enter on the menu did not activate the menu option I'd selected, which seemed weird. I grabbed my gamepad and used the menu that way. If you're using another key on the keyboard, I'd recommend also allowing for the default keys that people are expecting to work.
-I understand that you're going for a certain atmosphere, but the grainy darkness obscures far too much of the environment. Maybe a few lights in key areas would have been a good idea. That way, you could still keep the atmosphere while also showing players where important spots are (like doors). The VHS I picked up was completely invisible on my screen and I only found it because of the prompt that popped up.
-Some options would be nice. I don't know why you included an "Option" (missing the "s") menu item without actually having any options.
-Having four hands to use is interesting and seems like it could be cool, but I didn't play long enough for it to have an impact.
-I kinda like the designs and the ambient sounds. The visual appearance of the menu is pretty nice too.
-I didn't notice any frame-rate issues.
I don't know if I'll play more. The inability to actually see things in the environment makes me feel like I'll spend most of my time wandering blindly, passing by things because I didn't get close enough for a prompt to come up. To me, that's not much fun. It's a bit disappointing, because this seems like it could be pretty interesting.
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304
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Feedback / Playtesting / Re: Puzzle Game: Dora Roarer the Door Restorer
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on: August 14, 2014, 05:11:50 PM
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Yeah, absolutely. The border's definitely a good idea - I was musing yesterday about making some kind of interesting background, but I hadn't thought of what.
I probably should've been clearer. I was thinking of the walls around the edge of the map (since they're not particularly useful for door-placing, so it's fine if they look different). The black background should probably stay black, in my opinion. It keeps the focus on the level itself. The rugs sound like a good idea. I was thinking about that too, but wasn't sure what sort of environment you're going for (ie. I can't see a dungeon being full of rugs, but a castle might be).
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305
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Feedback / Playtesting / Re: Puzzle Game: Dora Roarer the Door Restorer
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on: August 14, 2014, 04:00:45 PM
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That looks pretty clear. I like the choice to make those areas also stick out to emphasize that you can't "reach" the doors. Good idea.
The game really seems to lack color now, though. It's amazing what a difference removing a little bit of green made. Maybe as a simple way to increase the palette slightly for now (I'd still suggest making more interesting/varied tiles in the future), you could make the outer border of the levels a different color.
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306
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Feedback / Playtesting / Re: (Demo)Celestial Tear Demon's Revenge(Fantasy Sci-fi JRPG)
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on: August 14, 2014, 01:42:25 PM
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Thanks in this demo is a very basic version of our battlesystem. We want to see what people think about what they are presented with now. We have had some feedback previously and we are currently working on changing those things.
I would say that it's in your best interests not to have an installer at all (if possible) at this stage of development. I have no problem downloading updated versions and testing things multiple times, but as soon as an installer comes into play that changes things. I have to install, play the game, download the new version, uninstall the old one and then install the new one. It's a lot less convenient and makes it harder for the people that you want to give you feedback.
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307
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Feedback / Playtesting / Re: Mt. - climb procedurally generated mountains
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on: August 14, 2014, 11:13:21 AM
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I remember playing the old version. I'm not entirely sure what you've changed (apart from the engine, that is). My main issue is that it's unclear when my character will stick and when it won't. Sometimes my feet are perfectly rotated to match the ground and I'll bounce off. It really sucks to be doing well and then suddenly fall all the way down the mountain for no reason. On the flip-side, there are other times where I'll stick while about 70 degrees away from the angle I should be at, so I don't know what's going on there. Angle-comparison issues, maybe?
Other than that, it works well. I kept wishing for a grappling hook to throw, though. It could make for some cool maneuvers where you launch yourself out around an overhang and then grab onto it as you fly by. I guess that would probably make it a very different game, though.
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308
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Feedback / Playtesting / Re: (Demo)Celestial Tear Demon's Revenge(Fantasy Sci-fi JRPG)
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on: August 14, 2014, 11:03:28 AM
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I agree with John Sandoval. I know there are shots on your site, but you don't even have a direct link to that. You might get more downloads with a few screenshots in your post.
Anyway, I did check out the screenshots and download it only to cancel installation halfway. Why doesn't it let me choose where to install? I already dislike installers for indie games (especially when testing), but not being given a choice of install location is much worse. I actually haven't seen that sort of thing in a very long time.
Any chance of a zipped version without the installer? While I'm not a huge fan of turn-based battles, your game looks interesting. I like that you are using non-chibi characters and the option to go swimming is pretty cool.
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309
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Feedback / Playtesting / Re: Gravitaria Pre-Alpha demo!
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on: August 13, 2014, 09:30:01 PM
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It's a nice idea and I like most of the graphics. The trees are particularly cool.
-At least once, my character went in completely the opposite direction it should have (Literally around 180 degrees from where tried to send it). Trying to send the character in a new direction while it's still moving doesn't always send it in the direction it should, either, but it's usually close.
-The backgrounds in world one have some parts that don't "blend" well. Some of the rectangles looked like their tops were cut off.
-I'm not a fan of "collect every single one of these objects" gameplay. If I have to go everywhere and get every one, then there's no feeling of freedom or control. I just go through the motions because I have to. You could maybe require 80% of the items or something, then let the player figure out which ones they want to go for. I don't know. I'm aware that there are people who like this sort of game, so maybe it's just not for me.
-I'm curious why the interface shows a rectangle when I start pulling my character. That horizontal rectangle seems (at least to me) to strongly imply that you can only pull the character horizontally.
-Heading for the exit feels pointless. If I've collected all the objects, why do I have to move through an empty level just to go to the exit. There's no challenge, so it's just a waste of time. You could add a challenge, maybe with a timer that starts after you collect the last item, but I think it'd be good if the level was completed automatically.
Apart from the one bug I mentioned, I didn't have any real problems. The frame-rate seemed a bit slow and was jerky at times, but not too terrible. Pulling the character toward a nearby wall causes some glitchy-looking positions, but didn't actually create issues.
I didn't play very long because of the whole "collect all the object" thing, but the first few levels were really easy. I think you can afford to add a little challenge early on, since the basic gameplay mechanic isn't difficult to pick up. It's a nice simple mechanic that I think could be fun for people if the levels are interesting to move through.
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310
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Feedback / Playtesting / Re: DropIt (Alpha/Demo version)
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on: August 13, 2014, 06:59:28 PM
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I agree with oodavid's points the menus. In addition, I feel like the "empty" hammer slots aren't differentiated from the "full" ones enough. Maybe make the spent ones more transparent or have them disappear altogether.
For a tutorial, level 3 is surprisingly difficult. I don't necessarily think that's a bad thing, although I do have some comments on it, which I'll get to. In general, I think all the levels I played went on far too long.
The rapid-drop only seems to regain one hammer, which drives me crazy. If I can do well and keep rapid-dropping with accuracy, I should keep regaining hammers. As it is, it seems it actually punishes me for doing well. I'm better off waiting after every second drop. Also, the text describing it is misleading because it only says you have to drop in time, not that you actually have to be accurate.
I stopped playing at Prehistoric level 1. I finished one wave and missed the last enemy on the second wave because, despite getting rapid-drops fairly often, I still ran out of hammers.
I find myself wondering if the game would be more enjoyable with enemies of different speeds coming in the same wave. Right now, it's just "Ok, I click with this timing now. Ok, now I use this timing." It's never exciting. I never have to make decisions about which enemy to take out first. From the screenshot you posted, I'm guessing this happens later in the game. I feel like it should come in earlier, before players get bored by the monotony. I'd also suggest changing up the spacing of enemies once in a while. Unless you want to make this a rhythm game, I don't think there's any reason to have uniform spacing.
I didn't enjoy the game much, but I can see some potential in it. I think it just needs to be more interesting and dynamic, always surprising the player and hitting them when they're off-guard.
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311
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Feedback / Playtesting / Re: Top-down racing game needs feedback
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on: August 13, 2014, 08:44:03 AM
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I played it on my own, but with a second racer just to see how things worked.
I hate the bouncing. To have my vehicle turn almost 180 degrees when I touch things is really irritating. I think this could be easily improved by using lines for walls rather than circles, because then I'd bounce but still be almost facing the right direction. I do like how bouncing off the sides of the screen can be used to make sharp turns, just not the way interior walls are set up.
Bouncing off of other vehicles is just as annoying. Maybe they could be less bouncy and/or players could bounce apart without their actual aiming direction changing much.
These don't really feel like ships at all to me because they don't drift.
I would love to have more control over my vehicle. The brakes take a long time to really do anything. I think it would be good if I had complete control over speed, but going faster made turning harder, or something like that. Either that, or maybe just add the drifting I mentioned and have it that the engines just apply force in a certain direction.
The menus should maybe show which option is left/right. I would also really like if double-tapping Escape quit the game (or at least the race) rather than returning me to it, but that's just my preference.
If you're going to have everything bounce off of everything else, I think the track could be wider. Even with one or two players, it feels pretty cramped. I don't know how four players could ever race comfortably, let alone actually pass people, without already being experts.
The slow-motion thing is really strange to me because, unless I'm constantly watching the other players and counting out the timing, it feels like I'm randomly getting speed boosts. It's possible to deal with them, but I don't enjoy it at all. It just feels really jerky. It also completely throws off my turning radius, making even steering feel unpredictable at times. I personally think the "less bouncy vehicle collisions" and "don't flip around when bouncing" ideas I mentioned would improve the feel of the ships greatly.
I know this seems pretty negative, but hopefully it comes across as constructive. Anyway, I'll end with some things I do like.
-It runs great and the controls are responsive. -When the vehicle is moving at a constant speed, the handling is pretty decent. -The track designs you have so far have pretty decent layouts. -I really like that it remembers the selections I made in the menu, so that I don't have to keep selecting the right number of players. A lot of people wouldn't think to do that, so I was pleasantly surprised.
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313
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Feedback / Playtesting / Re: Puzzle Game: Dora Roarer the Door Restorer
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on: August 12, 2014, 05:13:05 PM
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I really like the basic mechanic. Cool idea. I love the title too.
I'm in the "too many button presses needed to perform actions" camp.
The sounds were incredibly annoying, to the point that I just turned my speaker down so I wouldn't have to listen to them.
I feel like text boxes should disappear after a while, because they sometimes cover up parts of the level. Also, the tutorial messages re-fire if you move to certain spots.
I like the size of the tutorial levels. Test Level 1 is suddenly bigger and looks like it'll take forever. I didn't really feel like going through it, even though it looked interesting. I do like the puzzles you've come up with, though. The last couple of tutorial areas were actually enjoyable, which is not something that I can say about many tutorials.
I didn't even realize what the green arrows were at first. Your idea about having red arrows for places you can't pick up from sounds better. You may want to also consider just building the distinction into the tiles themselves. Having a "blocked" side on a tile could not only be clearer than the green arrows, but it will also make the levels have more visual variety. I think that's a big thing that's missing right now.
As far as the distribution/sale method, I'm all for free games. I miss the old days when indie games were almost always free. That said, even I am working on something I hope to sell and I can certainly understand wanting to make a bit of money off of your work. I'm not sure selling a version with more levels will work great unless you can show that they're actually special in some way (ie. containing not just other tilesets but also new mechanics not found in the demo). Maybe release it with a pay-what-you-want model rather than just saying it's free, so you have a chance to make money without having the obligation to deliver a ton of variety.
Speaking of mechanics, I can't help imagining laser puzzles where you have to direct a beam through open doors and across pits. Maybe you could also have other objects that can be placed on walls or maybe in pits (teleporters, reflectors, I don't know). I don't think you need to give the player any other actions. The pick-up-and-place gameplay is great as it is.
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314
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Feedback / Playtesting / Re: My first platformer
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on: August 12, 2014, 02:34:16 PM
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Nice. That feels pretty good. When I noticed that I couldn't completely control my jumps in mid-air, I was disappointed but it's actually not as annoying as most games that have jumps like that. I actually liked it by the end.
The ledge-climbing animation is pretty amazing. The other animations are good too. One thing I found weird was that when I climbed up a ledge facing left, my character faced right ones he got to the top.
I was impressed that your horizontally-moving platform worked so well. One thing you might want to consider is momentum, so that if the player jumps they'll be carried forward a bit and be more likely to land on the platform again if they didn't jump too high.
There are a few collision issues with the bottom of the moving platforms. The character's head enters the platform for an instant. The rounded corners on the moving blocks are a bit weird too, since the collision boxes aren't rounded (Or are they? I float if standing at the corner, but I can also slide off). The character also separates from the vertically-moving platform by a pixel on the way down. It's not too noticeable, though.
Flipping side-to-side changes the position of the character's body. I'd recommend shifting his origin on the X axis a bit.
I didn't like having to reset the game because I brought the wrong food, but I imagine it's just set up that way because it's a test game.
Since you seem to like animating characters, I'd recommend an "I'm about to fall off this ledge" animation and a "skid to a stop" animation. When I saw the low block, I was sure I'd be able to slide under it. That'd be cool too.
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315
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Feedback / Playtesting / Re: 100 Orcs (Bug Stomping Thread)
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on: August 12, 2014, 07:40:02 AM
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Have you tried jumping and attacking at the same time? I find this a pretty fun strategy.
That seemed like a good strategy to me until I realized that enemies were still hitting me somehow every time I landed. Maybe a knockback effect upon landing would be good, just to clear out a tiny space. That's odd about the arrows not working. More bugs to fix for sure!
Apart from the whole "no arrows after I died" thing I mentioned, I have encountered some issues with the bow where it just takes a second or two to activate after I start holding the button.
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316
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Feedback / Playtesting / Re: MinBa a.k.a Minimal BasketBall - Need some quick testing b4 release please
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on: August 12, 2014, 06:43:39 AM
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Thanks for the feedback ( And i honestly appreciate your efforts to play through the games on PlayTesting area & giving out feedback. Inspires me to play games by other game developers too)..
There is a lot going on in the update thread .. I've reduced some draw calls and reduced the framerate .. & i Hope things will work out well .. (The embedded preview inside Box.com is a messy one i guess...)..
I inspire someone? Cool. Thanks for saying so. Is the link you have here to the updated version? I didn't notice any obvious changes. I did, however, notice some weirdness with the physics. If the ball goes off the top of the screen, it loses all its vertical momentum and about half of its horizontal momentum. Why not just let it go unimpeded? If you do really want a ceiling right there for some reason, then the ball should probably bounce accurately off of it. With a ceiling, though, the jump-shots feel weird to me because it's best to wait until the ball is fairly low before shooting (kind of defeating the purpose of the jump).
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317
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Feedback / Playtesting / Re: 100 Orcs (Bug Stomping Thread)
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on: August 11, 2014, 05:40:18 PM
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I'm not sure why a prototype has relatively polished graphics, but ok.
Bugs:
-I can turn left and right when I'm dead. -When I restarted after dying, I was still unable to fire arrows even though the HUD said they'd been refilled (bombs worked fine, though).
The arrows seem pretty useless because they take too long to fire and you get so few of them. Maybe it should knock back the enemies it doesn't kill. I would love to see arrow pickups or, if you don't mind the weirdness of the concept, recharging arrows. Bombs are fine, but maybe their range could be increase a bit. Rare bomb pickups would be good too, I think.
I didn't like that I was clicking to attack but my mouse didn't change which direction I was facing.
One minor thing that bugged me more than it should was that the sword attack chose a random animation. Even if they're both exactly the same in terms of range and strength, I like feeling in control of which attack I use. Of course, since you already have those animations you could try using them for something. Maybe the thrust could dash through a few enemies. If you also have it knock back any enemies standing there at the end of the dash's range, the player won't get caught standing right in front of an army when the animation ends.
Anyway, I didn't personally find the game particularly fun. I think my problem stems from it feeling like nothing I do matters that much. I don't mean the whole "fighting a losing battle things". I mean that no matter how many enemies I hit, or how quickly I attack, someone is almost always hitting me at the same time (Even the one I'm currently attacking seems to hurt me sometimes). Maybe a few invincibility frames and some sort of area-clearing spin attack or something would be good.
As far as the frame-rate, it worked great for me. I didn't notice any issues at all.
Are you planning more enemy variety in the future? I feel like the sky is wasted space at this point. Parachuting goblins?
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318
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Feedback / Playtesting / Re: Card Crawl Prototype
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on: August 11, 2014, 07:53:26 AM
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So i made some significant changes to the whole gameplay. You can try the new version: http://tinytouchtales.com/CardCrawl/Right now it's only the Knight. Changes: + 2 monsters are drawn to pick one + monster get an attack stack based on their hp. + monster use the attack stack until it runs out, then they draw + the attack stack cards have no dmg cap, only drawn cards + the player gets 5 hand cards, which he can use to attack or parry + after a monster dies red hand cards can be used to heal + hand cards only replenish after a fight when all cards are use up -Is there ever any reason for the player to choose a tougher enemy? More gold or something? -I like the attack stack idea. -I think the old style, with attack caps for enemies, made it feel more like a dungeon crawler. Enemies with less health should probably also be the weaker ones. -I like that the player has a hand of cards. -I hate that I have to draw cards one-by-one after my hand is used up in the middle of a battle. It completely destroys the feeling of strategic choice. Why not draw a new card every time I use one, so I always have five cards? -I think you may need to "shuffle" the cards better. My first hand was things like 10s and 13s, while my second hand didn't have anything over a 3.
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319
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Feedback / Playtesting / Re: MinBa a.k.a Minimal BasketBall - Need some quick testing b4 release please
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on: August 11, 2014, 07:43:20 AM
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It's pretty decent. I like the style, but the game has a surprisingly choppy frame-rate for me, for some reason.
I think that it would be a good idea to show the shot power somewhere near the ball (maybe with the length of the aiming line?), since there's rarely any time to look up at the top of the screen before taking a shot.
I like how the situation is always changing slightly, but when I got a section with the "player" moving sideways, I suddenly couldn't get anything in. It wouldn't let me aim and the shot was never taken until the player was almost under the net. I don't know if that was a bug or a frame-rate-related issue, but I couldn't progress past that point.
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320
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Feedback / Playtesting / Re: Bedrock [Local co-op game for 1-3 players]
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on: August 10, 2014, 10:13:53 PM
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Why do plans partially disappear when you hit a rock? If the rock was completely blocking the path, I guess that would make sense. I'm pretty sure my plan went sideways, though, while the rock was below me, so the actual path was still valid (if I'm remembering correctly). The main focus is on the co-op play, but I guess I need to figure out something to make it less tedious when played alone. If you have any other ideas how to achieve this, I would gladly hear them.  Well, you could always have a "Jack of All Trades" character with the ability to mine or attack with the pick-axe, or do it Trine style and let the player switch between mining and fighting, but both these options probably require a separate singleplayer mode. You could have AI control any character that the player isn't using, so the architect would make semi-random plans (heading down with a bias toward gold blocks, probably), the miner would dig any area that's been planned to be dug, and the warrior would protect the other two. If you're into AI programming, I think this could be pretty fun. This way, the player can choose the role(s) they like best and you don't have to mess with the actual plan/dig/fight mechanics to make them work for singleplayer. Naturally, the easiest option would be just to stop advertising it as a 1-3 player game, so that if people want to play on their own that's their problem. As a person who dislikes multiplayer-only games and doesn't have anyone to play co-op with, that isn't a solution I like much. It might be worth considering, though. Have you had anyone you know test the game yet? I find myself wondering if people will like having such limited abilities. For example, I would hate to be stuck playing the miner if all I can do is follow the path someone else laid out for me. Even the architect's job is pretty limited. Only the warrior gets to have fun moving around and doing things freely.
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