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Hideous
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« Reply #150 on: June 20, 2008, 08:33:24 AM » |
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 Thank you Annabelle. I needed a new wallpaper. (i have it in 1280x1024 if anyone wants it)
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In a world where ugly babies rule supreme...
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Pip
Level 1
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« Reply #151 on: June 20, 2008, 03:14:01 PM » |
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Not really - lots of people like hard games that make you die all the time. Doesn't mean I should suddenly start  That said, I like my fair share of hard games, this just isn't one of them. That's the thing though. I wouldn't call this a "hard" game (I mean, in the beginning), it's just the unconventional gameplay can lead you to think it is at first. I for one think you should give it another go 
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« Last Edit: June 24, 2008, 05:51:43 AM by Pip »
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Dugan
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« Reply #152 on: June 24, 2008, 03:01:36 AM » |
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Very cute art, and I think the concept of switching between the layers of parallax is great. Audio is fantastic too (especially track2 - disasterpeace).
I just wish there was some kind of `safe to jump` indicator. Either an indicator on the player (a glow/icon) or an icon below the player, show its safe to jump. Blind leaps of faith are never fun i find, and they seem to sit at odds with what is otherwise such a good game.
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nenad
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« Reply #153 on: June 24, 2008, 10:30:37 AM » |
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I just wish there was some kind of `safe to jump` indicator. Either an indicator on the player (a glow/icon) or an icon below the player, show its safe to jump.
Hm, not sure this would actually be clear enough indicator. Player can move during the fall/jump and there's no way for game to "know" where exactly he'd land, except for the straight down falls. However, I think I'll include "auto parachute" option but to encourage the use of manual parachuting the skyline bonus will be increased to a 100% of the level score.
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Terry
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« Reply #154 on: June 24, 2008, 10:44:41 AM » |
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I like the auto parachute thing
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Dugan
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« Reply #155 on: June 24, 2008, 01:34:25 PM » |
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yeah auto-chute sounds very good. I can see though, how it can tricky to find a clean solution to these sorts of things. for example - I currently play by trying to find `jumps` between the layers which are very close together, anywhere else and I go for parachute regardless (just to be safe). If this method of play was `as designed` then the use of the parachute could be considered akin to the teleport in defender, an emergency measure in worst case scenarios. All fine and good - but then that might be interpreted as a bit hardcore to some gamers who are more used to peggle and the like. Which makes me wonder if its best to just make the game for yourself and be done with it 
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Synnah
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« Reply #156 on: June 24, 2008, 03:34:11 PM » |
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I really enjoyed this; nice, pixelly artwork, and the random level generation works really well. I specifically like the variations in colour that distinguish one level from another. Fast, responsive controls too, which I always appreciate. I don't have much trouble guaging the height you can fall, either. Takes a little while to adjust, but you soon get a feel for it.
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"What's that thing at the end of the large intestine? Because that's exactly what you've done here." - Ray Smuckles, Achewood. My music. Will compose for free!
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nenad
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« Reply #157 on: June 25, 2008, 12:38:26 AM » |
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If this method of play was `as designed` then the use of the parachute could be considered akin to the teleport in defender, an emergency measure in worst case scenarios. All fine and good - but then that might be interpreted as a bit hardcore to some gamers who are more used to peggle and the like.
Yes, that's pretty much how it was meant to be played "by design". Player is supposed to be finding the best routes to where he want to go and if he estimates that the path is too long/dangerous or just can't find one then he's supposed to use parachute or rope as a kind of a shortcut. Which makes me wonder if its best to just make the game for yourself and be done with it  Well, you can't make everyone happy  . I try to make games that I'd enjoy to play. And those are fast action games that can hold you in the state of flow for as much of the play time as possible (beautifull concept btw - the flow). It's always good to hear feedback though but it's very important to learn to filter it. Adhering too much to the "wishes" and "ideas" of your audience can easily make you lose focus and your initial vision (which is a single most propelling thing for me). That's what, to some degree, happened with Counterclockwise. I took too seriously what my beta testers were telling me. The result was watered-down gameplay. I mean the game was really interesting conceptually, visually etc but the gameplay lacked, and it was just a matter of few simple yet critical decisions.
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« Last Edit: June 25, 2008, 12:42:08 AM by nenad »
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jbrodack2008
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« Reply #158 on: June 25, 2008, 05:46:25 PM » |
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I don't like idea of auto parachute. I like the game as is.
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moi
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« Reply #159 on: June 25, 2008, 05:56:02 PM » |
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Yeah I see no reason for changing anything in the rules. It's perfect as it is.
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lelebęcülo
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nenad
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« Reply #160 on: June 26, 2008, 02:04:28 AM » |
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I prefer it as it is too. Auto parachute will be off by default and it'll be hidden somewhere deep within the options menu. So if somebody come whining how the game is hard I can just point them - well there's auto parachute option for you! :D
I already tested it and it's working well. The original gameplay feel is kept pretty much intact.
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Terry
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« Reply #161 on: June 26, 2008, 02:33:51 AM » |
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If it's just there as an option for "whiners", why bother? Go with what you feel works better for the game.
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Rolf_Soldaat
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« Reply #162 on: June 26, 2008, 03:50:40 AM » |
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Great game, but I seemed to die randomly at some times, I wasn't jumping or touching anything. Maybe some vista incompatibility?
Oh, and I'm not healing any puppies saying "Halp".
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Pip
Level 1
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« Reply #163 on: June 26, 2008, 06:05:26 AM » |
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I think the auto-chute could work very well. It would speed up a new player's understanding of the game, because getting to grips with the short falls is clearly the biggest turn off for people so far. After all, once you get to know the fall distance, automatic parachutes would be irrelevant really.
But, to have it as an option could create a divide in the highscores, and ruins the unity of the design.
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Alex May
...is probably drunk right now.
Level 10
hen hao wan
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« Reply #164 on: June 26, 2008, 06:26:30 AM » |
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I think I would have appreciated a "slow on the uptake, old timer?" mode that introduces elements of the game one by one, so that level 1 only had beagles on it for instance (to get the player used to jumping and falling). Then the ropes / parachutes would be introduced, then the enemies. I may go back to this after seeing Tim's video, which was awesome.
Congrats on the win, nenad!
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