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Developer / Feedback / Re: Anticlon (iOS / Android puzzle game)
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on: June 02, 2012, 12:05:55 AM
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I played the Android version through the first boss. I'm not really a fan of touch interfaces in general so I don't often play games on my phone. In this case, it felt like maybe the game should let me swipe out the entire path instead of making me tap after each move.
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2
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Developer / Feedback / Re: Reflect
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on: June 01, 2012, 09:21:20 PM
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I played a few times and got to 49. It was decently fun. It needs a little more depth, perhaps with more enemy types.
Most of the time I died because I tried to slip through an enemy as it spawned to reflect its first shot. It doesn't seem terribly hard to be able to keep killing them as they spawn. Sometimes a few pile up (they spawn outside the box and not facing in or they have the reflect shield, so they take longer to kill) but a nuke clears them.
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3
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Developer / Feedback / Re: Thesis Android Game Questionnaire
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on: May 19, 2012, 07:40:54 PM
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I tried this out but I will reply here and not using the survey, sorry. I usually don't play games on phones because people don't seem to make games suited for touch inputs, they just make games like they would on a console or PC and cram them on a phone. I played on a Galaxy Nexus.
I did not really understand the help screen at the start besides that swiping would do something, holding a tap would do something, and double tapping would do something. The icon by swiping looked like a gun, I guess.
I started playing but had difficulties with the input. I swiped in a lot of ways (over zombies, towards zombies, over the brain towards zombies) and could not figure out how to make it work. Sometimes a zombie would die, usually it wouldn't. I did notice the gun would have to reload after it did work, I guess. Pressing and holding was strange, too. Sometimes it seemed it would do something if I held for a really long time, sometimes if I held shorter and then released. The explosion graphic did not appear where my finger was. For the doubletap, I didn't realize you had to do it on the brain till the second time I tried playing.
Overall, I can't rate fun or difficulty because the controls were not really workable for me.
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4
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Developer / Feedback / Re: Narcissus
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on: April 11, 2012, 03:43:04 PM
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I played alone.
1. Did you manage to complete the game? Yes.
3. Keyboard Layout - Alternate suggestions for controls? I think D/U was kind of weird, but maybe because I was playing alone. I would have preferred keys with symmetric placement like A/L or something.
4. Is the learning curve steady enough? Playing alone, I thought all the levels until the paths were asymmetric were too easy. One or two symmetric levels would have been fine. The first asymmetric level took me a few minutes, but then the rest went pretty quick.
If I were playing only one character, I don't think it's likely I would have ever died.
5. Did you find any bugs or inconsistencies in gameplay? Nope.
6. Were the characters clear enough? Since I played alone, sometimes I couldn't find one or the other fast enough when I swapped my attention on the asymmetric levels. I don't think it would be an issue with two people.
7. Was the moon/sun distracting at all? No, I didn't even notice they were there except after I was on the flat stretch at the end of a level and looked at the screen a little more broadly.
8. How did the gameplay change when a second player was introduced? I only played alone.
If there were two people with the same skill level, I agree that it would be easier. But if one player's skill was too low, I think ortoslon is right and it would frustrate the other player.
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5
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Developer / Feedback / Re: a Trashy Love Story
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on: January 11, 2012, 09:08:52 AM
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I enjoyed the gameplay, graphics, and music, but the story I just started skipping over. On level 8, the game didn't want to recognize I got the note. On level 9, I got into a death loop somehow. I got the dandelion and died but it kept spawning me inside the spikes above and right, making me die again instantly. Pretty weird.
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6
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Developer / Feedback / Re: The Monster and The Musician
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on: December 24, 2011, 12:00:14 AM
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The game unfortunately doesn't work for me. At the screen that seems to be showing me controls, nothing works and I can't progress further. Escape quits the game, F4 toggles full screen, and that's it (well, something was a screenshot key and I ended up with a file named _save<digits>.sav). I'm on XP with SP3.
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7
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Developer / Feedback / Re: [LD22] Castaway
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on: December 23, 2011, 05:58:37 PM
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I finished it and I only died a few times, actually. Amusingly, I didn't even see the ladder at first, I saw the ledge the other two missed... I jumped into the abyss by the chest before I went back a screen and noticed the ladder. I guess missing what they did is pretty harsh and (apparently) frustrating.
I don't think the movement is necessarily a problem if the rest of the game is geared around it. As a two day project, I think it's good. It could be a more full game if there were an additional mechanic or two thrown in.
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Developer / Feedback / Re: Dangerous Dungeons!
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on: December 22, 2011, 03:42:23 PM
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The NG version didn't load so I played it on the Stencyl site. I thought the character was female till I played this one, heh.
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Developer / Feedback / Re: Deity - A unique stealth-action game
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on: December 18, 2011, 03:00:30 PM
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About the bug, do you mean you messed with resetting their attack state (as in like the timer between their attacks), or just the length of the sequence? Just making the length of the sequence longer than their attack cycle wouldn't be enough. I'm pretty sure I gained control at a point where a shot was about to hit me.
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10
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Developer / Feedback / Re: Deity - A unique stealth-action game
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on: December 18, 2011, 10:15:10 AM
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I liked the presentation and the basic ideas/mechanics. (I like stealth games and chain-y/combo-y games.) But I think there are some gameplay issues.
The chain timer seems to not really help anything. I mainly just spent time sitting in a torch waiting for it to regenerate. There was no dangerous period where I was waiting for it, just boring ones. The player can always (given the existing levels, at least) perform completely safe chains that don't leave him vulnerable afterwards.
I never really walked around. For a while I didn't even realize you could walk with left click and I was just consuming to nothing to move. For most of the game, you can consume/chain between torches anyway. Right now the controls are rather simple, but if something more were added, walk on left click is taking up prime input real estate.
The healing mechanic is weird. I'm not sure if chaining people from behind healed or not (I played on hard so I was almost always full or dead). But this leads into the front/back distinction.
Being able to chain shield guys from the front makes them zero threat when there are torches around. I think you realize this since the big melee room has no torches at first, but it makes everything before really easy and you're able to ignore the front/back distinction.
I was really surprised when I died in a torch because of a staff enemy the first time because I didn't notice if the game showed me what they could do, previously (I had thought they were holding spears).
I finished the game but I'm still not really sure how the staff guys' attacks work. Sometimes I die mid-chain when I have a long one going. I don't know if the issue is just when my path happens to cross their attack's path or what. In the last area, I just ignored them and did looping chains around the area. Chaining through one seemed to just get me killed like 10-20% of the time, so ignoring them was safer. But even still it felt like I'd be dying at random to them.
Also in the last area, the blue explosions were pretty much meaningless. I don't know if it was a difficulty issue, but they appeared very frequently with an effective duration of only a moment. This meant they were basically everywhere all the time but would only kill me at what seemed like random. I'd be chaining and it would feel like I would just get unlucky if one popped while I was jumping through (not ending on) a torch.
Lastly, probably a bug. In the last area after the player hits the four lever-like torches to make the angel vulnerable, control is taken away while the angel writhes or whatever. During this time, staff enemies can still attack. While they don't seem to actually deal damage while the player doesn't have control, it's possible for them to throw an attack and have it just about to land when control is regained and the player can be hit without a chance to react.
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11
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Developer / Feedback / Re: Mini Quests (a tiny isometric adventure)
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on: December 14, 2011, 11:05:43 AM
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I chose to use QSPK rather than WASD to try to avoid confusion. It still took some getting used to. I remember playing Marble Madness on the NES and having trouble, heh. I usually use ESDF for movement in games and hate WASD anyway since my hand always goes to ESDF without thinking.
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12
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Developer / Feedback / Re: Mini Quests (a tiny isometric adventure)
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on: December 13, 2011, 11:33:04 AM
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I also did this in less than an hour. It wasn't very difficult but it was enjoyable. The tower boss was much more interesting than the dragon. I didn't have trouble in any particular place. For the moving platforms mentioned above, I did sit and watch the platforms for a minute to trace the path of each color till I saw which was right. For the area before the tower boss with the sliding platforms, I'm not sure if you mean it as sort of a meta puzzle or puzzle within a puzzle, but I just sort of did each room and then it worked out. I wasn't trying to solve the larger puzzle.
I liked the sound effect for shooting the shooty enemies a lot.
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13
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Developer / Feedback / Re: HOPS - one button platformer
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on: December 11, 2011, 08:40:24 AM
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I do not agree with that at all. In this case, the game is a platformer focused on the gameplay (as opposed to, say, the experience or story). The mechanics are simple and clear to the player. Dealing with the jump mechanics is the point of the game. (Apologies in advance if my view of the game doesn't match the developer's intentions.)
It would probably be immediately obvious to a player when tapping jump will put them in a pit so their only other choice is to try the longer jump. Trying the jump and succeeding or failing takes almost no time and play continues or restarts immediately. The player doesn't need to spend time agonizing over his next gameplay decision in a platformer like this. In any case, the player learns by making his choice (I can't jump that short/I can't jump that far/that jump was possible) and doesn't pay a hefty penalty for failure.
Changing the ledges to remove the possibility of an unwinnable position would put really strange pits everywhere. Changing the mechanics would probably either need more buttons or just make the game so simple as to not be fun.
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14
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Developer / Feedback / Re: HOPS - one button platformer
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on: December 11, 2011, 06:51:47 AM
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If you could make tiny jumps or could just walk forward there would be no difficulty at all. If there's a point where any further action leads to failure, the wrong action is in actually getting to that point.
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