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47
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Developer / Feedback / Re: 3D Platformer - Helena the 3rd
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on: June 05, 2011, 01:53:56 PM
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I like the variable height jumping. It made the platforming feel a lot better to me. I didn't really get annoyed by not being able to look down. As for the mouse aiming, I dunno. The enemies are a little simple so it's hard to comment. What I said before about the flying enemies being the only danger still stands. I don't really have any suggestions on that front, but the enemies could probably be more interesting.
Level design is a little weird at times where the's nooks or corners that are just barren. I kind of want to go look around all the corners (I like exploration games) but when there's nothing there it's kind of a drag.
I see the flying guys in the pagoda room don't spawn right next to you, but there are still a few instances where you come through a door into a 3D area and there are the fodder guys pretty near. It's not really dangerous, but it can be a little annoying to deal with the camera since your back is right against the wall after a transition. It can be confusing to get your bearings (figure out where you are, what the terrain is, where the enemy is) with the camera kind of fighting you.
When I played this time, I got the hover, backtracked to the tall room, and climbed up. There was a gun at the top (I guess) but when I touched it the game crashed. I just got the generic "Windows has encountered a problem" message box. I can mail you the crash dump if you want (truncated, found it in the DrWatson directory).
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49
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Developer / Feedback / Re: Boom Chk Chk Bang! (A puzzle-platformer about insanity and explosions.)
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on: May 31, 2011, 04:37:06 PM
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I liked destruction mode but still thought it was pretty easy. (I seem to say that in a lot of feedback threads. Is it annoying for the developer?) Only level 13 made me have to think at all. I do think there could be more puzzle-y and difficult levels. Not to say I didn't die a bunch, though. The jump over the spike on the right of your last screenshot is probably where I died the most.
I turned "shaking" off from the start in the options and thought it was broken. Then I turned it on and geez. I personally found the shaking that happens on all the blocks by default annoying, but admit it makes it feel a little different from other games.
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50
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Community / Announcements / Re: Khroma Kladous - new meta-platformer
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on: May 30, 2011, 03:11:33 PM
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It was interesting, but some sort of goal (or maybe stats or even achievements, if I dare say it) might have made it more compelling to play multiple times. I also found a bug. In that image, the box in the wall inside the spike/wall kept spawning there after my first death in that room. The first time in, the boxes were fine, but the dog died after I dropped both boxes onto the buttons. Each spawn after that, it was like the screenshot. I think my path was BBGGR, if it matters. Edit: I guess another bug. I ran the blue path repeatedly and it eventually turned kind of brown instead of blue for the background. On that loop through, I could keep beeping continuing from the previous run, and all the boxes were still in place. I guess the level didn't reset. I'm not sure how many iterations it was through blue.
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51
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Developer / Feedback / Re: The Fourth Wall [WIP]
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on: May 28, 2011, 02:12:17 PM
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What seems to be happening is the game thinks my (non-existent?) button on the gamepad which corresponds to control is pressed the entire time and this somehow persists after I close the game. If I unplug the gamepad while it's running, control acts normally after that point. Trying once without the gamepad revealed that trying with the gamepad had me stuck in the holding control state for that level somehow. Also, in this area you can simply jump up from the corridor below the exit without using the screen wrap mechanic at all. Pressing control during the intro does weird things with the blue glow off-centered and messing up the title card centering. The level with a lot of lasers and the platforms over lava maxes my CPU core and it feels a little laggy.
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52
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Developer / Feedback / Re: The Fourth Wall [WIP]
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on: May 28, 2011, 11:00:26 AM
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Well, I don't really mind just the keyboard but I would mind having to unplug my gamepad for it to tell me what key I'm supposed to press regarding the lamppost thing. Maybe in the meantime allow the user to turn off gamepad support so we can use something like joytokey ourselves.
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53
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Developer / Feedback / Re: tactical squad space shooter
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on: May 28, 2011, 10:07:46 AM
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It was pretty obvious how stuff worked in general, so I don't think that's an issue. I just wasn't good at getting the grenades to land where I wanted. It seemed like, say, pulling back 25% compared to like 75% of the way didn't have the toss distances go 1:3, but maybe bouncing around made me misjudge.
If it ends up I ever want to move and toss grenades at the same time, I think I would get annoyed. Keyboard for movement might fix this. I'm not sure if I like having to click on the guy to start the throw, but I guess it does add to the "elastic" feeling. The alternative would be to just click and hold anywhere.
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54
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Developer / Feedback / Re: tactical squad space shooter
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on: May 28, 2011, 06:43:48 AM
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The control scheme doesn't seem very amenable to moving and throwing grandes at the same time. You kind of end up coming to a full stop to do anything.
Also, the grenade path lines don't take the grenade width into consideration. I'm not sure if you want the line to reflect the power for the throw, maybe this would make it too easy. But I had a hard time judging it. Is the relationship between how far you pull back and how hard it throws not linear? Or is there friction/inelastic collision?
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55
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Developer / Feedback / Re: The Fourth Wall [WIP]
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on: May 27, 2011, 04:43:29 PM
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This seems really interesting since I like platformers and I like puzzles, but I have one large and one minor problem.
The big problem is I think there's a problem with your gamepad support. I have a gamepad that's an analog-less PSX clone. The game tells me "A" is jump, which happens to be button #1 as far as Windows is concerned (square by PSX standards). It also happens that button #8 (R2) restarts the level, though the game just says K. But the real problem is at the level with the lamppost-like thing. I touch it and I'm instructed to hit... RT? Right trigger? I don't know. None of the ten buttons on my gamepad do anything besides the two for jump and restart. I didn't try keyboard keys to figure out what it would be there. I'd really also like to be able to change buttons, since I'd rather button #2 (X) be jump.
The minor problem is somehow running the game makes my system act like the control key is stuck, which is really, really odd. It stays this way till after I end the game and hit control myself. For example, while the game is running, if I hit escape, it acts like I hit ctrl-escape and opens the start menu. If I close the game, afterwards if I go to Firefox and hit 'f,' it acts like I hit ctrl-f to search. If I tap control once myself, everything is fine. I'm running WinXP SP3. Not sure what else would be relevant. (I also have on clue how I'm supposed to quit the game, either. I hit alt-F4, but found that F4 just switches windowed/fullscreen. So I went to windowed and hit the X with my mouse.)
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56
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Developer / Feedback / Re: Irukandji 2
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on: May 27, 2011, 04:05:48 PM
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Going to agree with most of what's been said here. The aesthetic of this is excellent (but maybe the "powerup appeared" and "yes!" sounds are weird).
I really hate the mouse control. I turned the mouse sensitivity up to above 1 to make it feel better. I would rather use a keyboard, gamepad, or joystick. Mouse might give you more control where with a keyboard/stick you'd have to use an extra key/button to slow the player down for fine control... but it still just feels wrong with a mouse.
Also, the screen wiggle seems tied to the mouse sensitivity/movements somehow. I was bored so I cranked up the sensivitity way high just to see what happens and moving the mouse in circles would end up whipping the screen wildly. I guess no one will do that, though, heh.
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57
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Developer / Feedback / Re: On The Shoulders Of Ancestors v2 - climb upwards!
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on: May 27, 2011, 04:06:03 AM
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The sound and visuals were fine. Maybe the hatching/death sound seemed a little like static. For controls, if you're holding up to speed up time, then press another key, it should cancel the up.
As for gameplay, I agree with Tholop. Lack of collision with the sides of walls is weird, but I guess you did it so you wouldn't hinder players jumping up from below or to allow them to get back down?
You can just make a ladder out of your guys no matter what the situation and this will allow you to get through the levels. As a result, the seeds aren't useful. A puzzle idea with limited lives might work, as Tholop suggested. I don't know where you can go with the game given procedural generation of levels.
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60
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Developer / Feedback / Re: Dr. Precarious: Case of the Deadly Party
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on: May 24, 2011, 01:05:33 PM
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This seemed kind of like a single player version of Guess Who, I guess. I played on precarious and 20-something people survived. Seems impossible to actually fail and if the number given is a score, it seems mostly luck. You can try guessing a certain way to hope to get certain hints that would eliminate the most people, I suppose.
I think I would have preferred an all mouse interface and speeding accusations up a lot (or just being able to skip the little scene it plays). I don't really know what I'd change to make me want to play this more than once or twice since it's pretty shallow, but I guess a casual Flash game was your goal.
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