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891576 Posts in 33550 Topics- by 24786 Members - Latest Member: HectorPeupe

June 20, 2013, 01:43:18 AM
TIGSource ForumsDeveloperFeedbackDevLogsOwlboy Development
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Author Topic: Owlboy Development  (Read 30594 times)
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« Reply #135 on: August 21, 2011, 06:38:04 AM »

Really nice! Especially the graphics.

Only thing I don't like are the rotated sprites (e.g. aiming with angles). And the controls are working to smooth when flying, but that's just my personal flavor. I'd rather like a wing flapping feel to it I presume.
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« Reply #136 on: August 21, 2011, 08:28:15 AM »

So I just tried the demo (been waiting for this since forever) Great stuff you guys have going XD

Anyway, some comments that's hopefully constuctive

- Accidental Jump : If I hold the jump button, player instantly jumps again when he land. I usually remove this in my game since many players have the habit of holding the jump button till they land. Especially in this game, when I want to instantly jump off after I land, I end up pressing jump after an accidental jump, causing me to fly *SPOILER ALERT* which I ends up getting spot in the dark multiple times.

- Activate Fly : This might be a bad idea, I'm not sure... but I was thinking it might be more satisfying if the player activates fly mode from holding jump in the air. Like, press jump to jump, press and hold jump and owlboy do a little somersault. Hold it long enough "0.2" sec, and he spreads his wings. I'd imagine, it gives the "take off" more impact and feels more like you're heading for an adventure. Also, it prevents player from going into flying mode accidentally.

- Monster placement : Felt a little overwhelming when I bump into the 1st group of monsters (3 of them, 2 different variety). There's a few more areas that I felt was overwhelming. Might wanna space them out a little.

- Checkpoint : I realize when I die, I don't revive on the save point, but somewhere else. There's a checkpoint, but we don't see it. The problem with this is that I was dying and thought its fine, I'll probably revive somewhere near, but I didn't. And have to play a whole area over again. The next time, I was trying hard not to die, and restart somewhere near.

- Checkpoint before cutscene : I also realize many checkpoint were placed before cutscene, which means that we need to rewatch everything when we die. Though you probably gonna throw in a skip button, it might be a good idea to rearrange your checkpoint a little too.

- Level Guidance : I feel lost in the level sometimes. I see multiple path, but I'm not sure which is the correct path. I thought I pick a random path and explore a little before I come back, but next thing I know, the gate close up behind, and I can't backtrack now.

The way I usually handle this in my game is - The correct path are easiest to reach and proceed, while the alternate path are usually more troublesome. This case, players that want to explore will take the harder path, and players that want to proceed can take the easier path.

- Closing gate : I can almost never see the gates. This might be good for a trap, making player goes "omg" when the gate closes, but it also means I ends up getting in unprepared too often. On the other hand, if player is able to see the danger ahead, they can prepare themselves for the danger ahead... much like the save point before the boss fight.

- Satisfaction : I'm assuming the audio is incomplete at the moment, but I felt you can go more flashy when the player found a key item. Not just a pose, but some animation, particles, etc.

- Rate of Fire : The default guy with the pistol felt weak, and since his rate of fire is pretty slow, I ended up just dodging all the enemies. Maybe you can weaken his damage, and increase his rate of fire. Perhaps this way, player feel like there's more action, and more willing to attack. *Spoiler* Especially since there's we later have the guy with the spread gun, the pistol felt kinda meaningless.

- Controls : It felt kinda odd with up being jump since you already have a jump button, and using a shoulder button for interaction. Would suggest you simply the controls a little.

Anyway, long post, but that's all for now Smiley I did enjoy the game, and it looks so damn magnificent. Can't wait till the release!
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« Reply #137 on: August 21, 2011, 01:33:39 PM »

The demo won't start for me -- keeps crashing after the D-Pad logo. I'll attach a screenshot of the error window.

Wait... ffs, this forum doesn't let me upload images?! It's just a 50k png Sad

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JaJitsu
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« Reply #138 on: August 21, 2011, 06:42:44 PM »

very very lovely demo. I just wish the pixels didn't mess up every time I flew ]:
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« Reply #139 on: August 21, 2011, 08:07:54 PM »

very very lovely demo. I just wish the pixels didn't mess up every time I flew ]:

Agreed with the resolution change when flying. I kind of get why you did it, but it really takes away from stopping to look at everything.

How much is the game going to cost when it's finished? I would easily drop the $60 of a full retail game on this baby.
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John Sandoval
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« Reply #140 on: August 21, 2011, 08:22:23 PM »

Lacking that last layer of polish, but still quite interesting (and very aesthetically pleasing). The opening of the game was somewhat confusing (no real intro/story) but I suppose that'll be changed upon release.
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« Reply #141 on: August 21, 2011, 09:23:54 PM »

Why did it "repair" my XNA 4 installation? Was there anything wrong with it? I think a checkbox to install XNA would be feasible to add to the demo.
I don't really like reinstalling something I already have.
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DavidCaruso
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« Reply #142 on: August 21, 2011, 10:19:27 PM »

Just played the demo, it's good stuff. The atmosphere is great and the pixel art is gorgeous (though sadly a lot of it was ruined by the incredibly ugly nearest neighbor pixel scaling). The level design seemed a bit empty though (quite a few long/high corridors with nothing in them), and most of the puzzles had pretty obvious solutions. Basically it just needs to be tightened up a bit, maybe make the action a bit faster too (though I played with a gamepad instead of a mouse+keyboard so maybe that helped make it easier for me).
« Last Edit: August 21, 2011, 10:26:31 PM by DavidCaruso » Logged
John Sandoval
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« Reply #143 on: August 21, 2011, 10:28:13 PM »

empty

This is exactly what was on my mind.
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Eclipse
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« Reply #144 on: August 22, 2011, 01:54:46 AM »

just played. really great! love some part of the game, like the gnome chase. accidentally flying, and get chased by bunch of them Epileptic

really hope i can get this, but...

that part reminded me a lot of Heart of Darkness :D Especially the death animation and the fact that the enemies are almost totally black with green glows. And if something reminds me of HoD, that's a compliment
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« Reply #145 on: August 22, 2011, 05:04:56 PM »

Why does every game have hats these days? Why I am I working on a game with hats myself? What have you done to me, TIG?
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« Reply #146 on: August 22, 2011, 07:42:38 PM »

Every game with hats is a TF2 ripoff.
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« Reply #147 on: August 25, 2011, 11:13:05 AM »

Hey Owlboy Devs!

   Thought I'd chime in to share my experience with you and the fellow community. I've been keeping the lazy eye on OwlBoy throughout development and was super excited to see the demo posted yesterday on the main page of TIGSource! After cleaning my daily plate of work and venturing into the mists I sunk my teeth into OwlBoy for the first time!

Analysis -

Graphics: Simply stunning how the pixel art looks in this game. The amount of detail you've managed to cram into the environment is really really impressive! Along with this the designs of the characters, and enemies and animations are also top notch! I have to say the fish with the top hat who's there to save your progress is priceless. Love that little guy ( one small suggestion might be to put an indicator near or above him because sometimes he can be hard to notice in the pools of water.

Music and SFX: Musical tracks were nice and fitting though not very memorable. That being said it's hard to judge the overall impact of the music when you've only heard a few tracks and played a portion of the game. Music effectiveness goes hand and hand with gameplay so I'm sure after a full play through my opinion here will change. Aside from the music SFX's I found fit really well.

Gameplay: The gameplay was quite smooth and stayed enjoyable up until the very end of the demo. Unlike other people who found the level design somewhat confusing I can't say I found that at all. For the most part the demo was very straightforward and player friendly. The main issue I had when playing was figuring out the puzzle with the vase full of water and the plant. It stumped me for like 5 minutes but was rewarding to have finally figured it out. Perhaps again an indicator showing the relation to quest items could come in handy, it will lower difficulty but at least people wont get stuck for awhile and get frustrated with a puzzle.

Final Word: Even though it was just a small taste I must say that I had a blast! Good luck on the remaining work to be done and I can't wait to pick up the full version when she's ready!
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« Reply #148 on: September 12, 2011, 04:32:45 PM »

1. Okay, i lost my gunner fellow by throwing him into spikes (just to see if he would die, well, he did).
And now he's gone, he's fucking gone. I load up my save in owl temple, he's till not there.
And i have no fucking clue where to find him / make him respawn / or is he gone for good?
Extremely frustrating. Especially compounded by the fact that i DO want to continue playing the game, BADLY.

2. Shop is confusing, i buy stuff, and there's no indication that the stuff was bought and what i own already. It doesn't disappear, nothing happens really.

3. With multi-monitor setup mouse is not confined to the game screen and i can accidentally click on desktop on secondary monitors minimizing game frequently. Frustrating.

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« Reply #149 on: September 13, 2011, 01:03:40 AM »

1. Okay, i lost my gunner fellow by throwing him into spikes (just to see if he would die, well, he did).
And now he's gone, he's fucking gone. I load up my save in owl temple, he's till not there.
And i have no fucking clue where to find him / make him respawn / or is he gone for good?
Extremely frustrating. Especially compounded by the fact that i DO want to continue playing the game, BADLY.

there's a key to respawn him next to you...
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