Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

879012 Posts in 32953 Topics- by 24353 Members - Latest Member: kanki

May 23, 2013, 04:44:20 AM
TIGSource ForumsDeveloperFeedbackInfernal Edge [Complete!]
Pages: 1 [2]
Print
Author Topic: Infernal Edge [Complete!]  (Read 1451 times)
man of doom
Level 2
**


It's not Tom and Jerry!


View Profile WWW
« Reply #15 on: September 02, 2011, 01:38:39 AM »

Hey, I played through and finished it, defeating the final boss with my last life.
Had a really good time, although based on the trailer I'd say the game was running at about 50% intended speed for me - this isn't really a surprise as my laptop is awful.

I didn't immediately realise the wings on the 2nd boss were the safe zone for the beam attack, but after it killed me once I got the idea. Initially I thought the wings had missile on them that were going to shoot me at any moment.

Really I found it simple enough to get into quickly, but varied enough to play til the end. I also like the music and visual style, although that seems to be getting some negative feedback.

Only thing I can think of is that I didn't immediately realise that you need to kind of aim beyond where you want to go with the hookshot. To start with I found it difficult to operate because I was aiming for the edge I wanted to land on and not reaching it, whereas I was supposed to fire 'into' the wall to hit it.

Logged

http://manofdoom.co.uk
Where all my stuff is at!
http://soundcloud.com/man-of-doom
Various musical stuff of mine
Paul Jeffries
Level 2
**



View Profile WWW Email
« Reply #16 on: September 04, 2011, 02:15:21 AM »

I liked the retro style and the screen-twisting action.  On the whole it felt really well put together.  I do think the 'right-click to switch' control made things feel a lot clunkier than they should have done, though.  Why not just have left-click: shoot, right-click: grapple?  That would help counter the 'restricted' feeling some people have mentioned and increase the percieved pace of the game, I think.
Logged

bamcquern
Level 0
***


View Profile Email
« Reply #17 on: September 04, 2011, 11:05:36 AM »

The right click that changes your ability makes your playing seem more methodical. It didn't feel slow. Instead, I think the controls are built into the challenge, and that the design accounts for all the clicking to switch functions and the stopping while you shoot. So far I've beaten the first boss and I didn't get much farthur, but I was playing pretty sloppily.

I loved Factorium, by the way.
Logged
Lazy Brain Games
Level 0
***


View Profile Email
« Reply #18 on: September 04, 2011, 12:35:30 PM »

Thanks for the replies! Since there’s been so many requests to have the mouse buttons be “independent” (left click=gun, right click=hook) I’ll rant for a second about why I choose the “toggle” method instead.

The main reason for toggling is that using the left and right mouse buttons together is physically awkward for the hand. Plus, by having them independent, it opens up the gameplay to allow shooting while grappling, which doesn’t enhance the gameplay in any meaningful way. I could design to accommodate it, but then I’d have to get rid of the toggle scheme because it would be incompatible with the new gameplay. The grass just seems greener on the other side, the idea of an independent control scheme is far better than the reality.

Its tough for me to say “The control scheme you’re talking about is no good”, nobody likes to be corrected lol. I fear that if I put in the option to accommodate an independent control scheme, what will happen is that players will have less fun with it, and unwilling to go back to the toggle scheme, will just dismiss the game entirely.

So, I think I need to work on player’s perception a bit. I need to think of a way to “sell” the toggle system through the gameplay in the sequel. I have to design something into the game that says “see, if this was an independent system, this game wouldn’t work”. Which is kind of a tall order, but perception is everything.

Rant complete Smiley Thanks for playing!

-Johnny B.
Logged
Fyren
Level 1
*


View Profile
« Reply #19 on: September 04, 2011, 07:50:13 PM »

The main reason for toggling is that using the left and right mouse buttons together is physically awkward for the hand.

I do not find it awkward at all and many games, particularly FPS games, will use both at the same time.  But this leads into the next comment.

Plus, by having them independent, it opens up the gameplay to allow shooting while grappling, which doesn’t enhance the gameplay in any meaningful way.

So, don't let someone shoot the gun while the hook is in the air.  This is completely independent from the control scheme.  This would reduce or maybe eliminate the player actually pressing both mouse buttons at the same time.

The grass just seems greener on the other side, the idea of an independent control scheme is far better than the reality.

Here's where I rant.  You can't really tell people what the superior scheme is.  I am completely willing to believe that you, personally, prefer a toggle scheme but not that you can tell me what is better for me.  For FPS games, I use ESDF instead of WASD so I'm already in the minority there.  For DotA-style games instead of skills of QWER, I use ESDF to move the camera instead of the mouse and WRTG for skills.  None of these is "far better" than the others.

I fear that if I put in the option to accommodate an independent control scheme, what will happen is that players will have less fun with it, and unwilling to go back to the toggle scheme, will just dismiss the game entirely.

I find this amusing because your existing scheme is half the reason why I 'dismissed' your game as it is.
Logged
Lazy Brain Games
Level 0
***


View Profile Email
« Reply #20 on: September 04, 2011, 08:09:35 PM »

Point taken Fyren Wink

Thanks for taking the time to prepare such a compelling argument for the Independent control scheme! The Independent controls seems super-whack and awkward to me, but hey, if people want to play it that way, who am I to stop them?

What exactly would you be looking for? Assignable directional buttons and a Toggle/Independent option? Are there any other control features that would be of interest for more seasoned PC gamers?

[EDIT]
It was actually pretty easy to set up the custom control options in the game. So, for Infernal Edge 2, up, down, left, and right can be set to whatever key the player wants. There is also a "Toggle" and "Independent" option for the mouse. Are there any other options/features/goodies anyone can think of that should also be included in the options?

Thanks again!

-Johnny B.
« Last Edit: September 04, 2011, 10:42:24 PM by Lazy Brain Games » Logged
Pages: 1 [2]
Print
Jump to:  

Theme orange-lt created by panic