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876941 Posts in 32840 Topics- by 24280 Members - Latest Member: varagtp

May 18, 2013, 06:13:45 AM
TIGSource ForumsDeveloperFeedbackDevLogsminiQuest Trials - Feedback is greatly appreciated!
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Author Topic: miniQuest Trials - Feedback is greatly appreciated!  (Read 376 times)
davidarcila
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« on: July 14, 2012, 11:36:49 AM »

After a month and a half of work we've finished our game!

miniQuest: Trials is basically a 2D room based platformer where it takes speed, skill, and fast reactions to beat each level in as little time as possible.

Goal of the game = Finish each level as fast as you can

Screenshots














Playable version of the game (Playable Levels are = 3 - 5 - 9 - 11 - 13 - 18 - 23 - 26 - 28)

Keyboard Shortcuts

Arrow keys or WASD for commands
Z and Spacebar to jump
R = Reset level
M = Return to Main Menu

--

Additionally we would like to know what do you guys feel about this ideas/questions:

1. What sound genre do you think players of this game would like? Something retro exciting or ambient or both?

2. We initially had background parallax, but later we found that it might not be that useful at all, do you think we should have some kind of parallax effect? or maybe with all the elements moving in later levels that would become distracting.

3. Basically, the whole game is about having the best time per level, well we have an idea about having some kind of "global" PAR time per level, which would be determined as the average time the players of the game took to finish each level.

Thanks!

PD.:
You can visit us at profusiongames.com /shamelessplug
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Conker
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« Reply #1 on: July 14, 2012, 11:45:18 AM »

Oh god yellow map looks scary.
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impulse9
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« Reply #2 on: July 14, 2012, 01:11:01 PM »

Nice. I played it for a while and I really liked it. One thing the character moves oddly on ladders, it feels more like ice than a ladder. Smiley
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davidarcila
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« Reply #3 on: July 14, 2012, 02:14:41 PM »

Oh god yellow map looks scary.

Red maps are even worse!

Nice. I played it for a while and I really liked it. One thing the character moves oddly on ladders, it feels more like ice than a ladder. Smiley

I'm glad you liked it, the programmer is currently working on fixing the top of the ladders.
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Xion
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« Reply #4 on: July 14, 2012, 03:45:44 PM »

I really dislike the slipperiness of movement. This kind of game seems like it'd be better with as little of that as possible for more precise movements and no "oh damn I landed on the platform and then slid off" moments, or finagling back and forth in mid-air to control your fall.

Are all of the levels possible in <20 seconds, including treasure? Seems like some weren't.

Is the player sprite final? It looks more like a top-down rpg sprite than one for a sidescrolling platformer.

Seems like a neat game but the slippery controls really hampered my enjoyment of it.
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davidarcila
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« Reply #5 on: July 14, 2012, 05:36:37 PM »

I really dislike the slipperiness of movement. This kind of game seems like it'd be better with as little of that as possible for more precise movements and no "oh damn I landed on the platform and then slid off" moments, or finagling back and forth in mid-air to control your fall.

Are all of the levels possible in <20 seconds, including treasure? Seems like some weren't.

Is the player sprite final? It looks more like a top-down rpg sprite than one for a sidescrolling platformer.

Seems like a neat game but the slippery controls really hampered my enjoyment of it.

Thanks for the feedback, i'll talk with the programmer to change the friction.

Not all the levels are possible to beat in 20 sec even without chest, the initial idea was to have them all capped at 20 seconds, but then we changed our mind, we are currently considering 2 options:

1. Fixed times: Blue levels = 20 seconds , yellow levels = 35 seconds , red levels 50 seconds

2. Variable times: Take the averaqe time of all players in any level, and make that the completion time for that level
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Dovuro
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« Reply #6 on: July 14, 2012, 06:22:24 PM »

When the level restarts after dying, it ignores any keys that are already pressed down at the moment the level starts. So if I die and then begin pushing left before the restart to make my character run left immediately when the level starts, he'll instead just stand still, and I have to release the left key and then push it again. This can be frustrating because I try to time my movements from the moment the run starts. I try pushing a direction key right after the level starts, but if I push the key just barely too early, the character will just stand still and my timing for the entire run is thrown off.

Also, I don't know if this is intended behavior, but I noticed that I'm able to do a mid-air jump while in freefall if I just run off a block without jumping first.
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