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June 19, 2013, 05:06:24 AM
TIGSource ForumsDeveloperFeedbackTELENAUT - 2D Starfox-style Action!
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Author Topic: TELENAUT - 2D Starfox-style Action!  (Read 4253 times)
Pandara_RA!
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« Reply #45 on: March 12, 2012, 12:27:46 PM »

Made a let's test, what a cool game.
figured it's only fair to bump your topic with the video =]

http://youtu.be/0eAQ8FWEBVw
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Need your game tested? Though want a more direct, personal, and deep experience? Try checking out my game testing thread! http://forums.tigsource.com/index.php?topic=24024.0
Ben Claxton
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« Reply #46 on: March 12, 2012, 03:49:09 PM »

Pandara
You're one cool dude! Thanks for the amazing feedback, it's so satisfying to see someone apart from us playing the game and really getting in to it  Grin
I've just finished watching and it was full of great points. Here's a few things I can remember off the top of my head.

-Having an indication of the number of waves left on the 'Ambush' style levels sounds like a good idea. Funnily enough on the Greisha Worms level (your pronunciation wasn't that far off Tongue) it does tell you that you have to kill 6 worms. It's in the mission briefing and the little text feed next to your HUD, easily missed though. We could have a similar thing for the wave levels.

-There are rewards for getting the medals, so keep collecting! It becomes more clear once you've completed the final level. Perhaps we could make it apparent before that though.

-All your points about control, or rather loss of it, are really constructive. We already made some changes to the boosting/breaking in the last build to make it more forgiving so we'll continue to fine tune that I expect. The bouncing off walls issues sound like they might be more of a bug or an oversight so we'll look in to that too.

-I have to admit I kind of enjoyed seeing you rage at the Weapons Factory Sentinel Evil
It will make great Let's Play material, can't wait to see that! Your points all make perfect sense though, so maybe it won't be quite so ragequit worthy in the next build.

-Adam is entirely responsible for the cool story so I'll leave that to him. I'm sure he'll be happy to hear you liked it though.

If I missed anything it's because I agreed with you and didn't need to explain, or I just forgot.
Once again, thanks for the great feedback, it's really appreciated.

Linc
Thanks for making some time to play Smiley
Your point about enjoying the puzzles is largely encouraging. We always designed the game to be more mission based so I'm glad you're liking those elements. Hopefully the more combat oriented levels won't put you off though. They can be really tense and exciting once you get a bit better with the controls.
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Kit630
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« Reply #47 on: March 12, 2012, 07:16:14 PM »

Beer! I beat the game!  Cool Gentleman Hand Joystick Tears of Joy Hand Money Left Hand Money Left Hand Money Left Hand Money Left Hand Money Left

Well, I have to say: That was added to my list of the most fun and polished indie games I've gotten from this forum, which I hate to admit is a short list. The last boss was pretty fun. Took me a fair number of tries to beat him, but once I figured out the best ways to dodge his moves, I whooped him :D I found that all it took was being patient, completely dodging on some waves and then mostly shooting on others. And the ending was satisfying enough for me.

Also, can't praise the pixel art enough. The atlas, the enemies, the bosses, everything was very polished, fit well together, and basically was of commercial quality. Being somewhat of a pixel junkie myself, I only wish I could make sprites half as good as the ones I've seen in the game. They were very stylish and colorful, in my humble opinion.

Spoiler (highlight to view) --> I had a little issue at the end figuring out where to shoot the last boss on the third form but once I figured out you shoot into the hole where the beam was firing through, I was able to beat his third form quite quickly, and felt that it should have been obvious to me way before I actually figured it out (So I think it was just me, not the game). It would be satisfying to see the planet actually explode from a far off view, flash of supernova style white light and the planet disintigrates.

But it was satisfying to know that Jones finally got to rest in peace. I got the feeling that he was deteriorating throughout the war even though the process of transferring his mind was supposed to be fairly perfected. I also think it's an interesting way to state how war can affect a person's mind long term; and it is pretty cruel to use someone to die over and over again which I think we humans would do if we could figure out how. So the social commentary was great, but not to the point of being intrusive and forced on the player.


Also, after beating the game, I was delighted to see a survival style level to fight waves of enemies in. I didn't even have to ask for one, which is great.
<--

The only real bug I could find was that sometimes the game crashed if I paused it. This was particularly unhelpful when I had to use the bathroom during the last boss XD (Too much information, I know!)

Some of the boss fights were puzzle fights where others were straight up blast the hell out of them, while others were a combination, and I found the balance to work quite nice. I never, ever felt like I was fighting the same enemies twice throughout the game, and I only felt that maybe one level (Force Sector, I think, in the Energy Hive) was a bit too frustrating for me personally, which could be solved by tossing a repair in it near the last 3/4 of the level. I think it's just because the path randomizes a bit so you're learning multiple layouts for the same level. It was the level that took me the most tries, incidentally.

I guess my only couple question are: Are there multiple endings? If so, is it the medals that determine which ending you get? If so, that would enhance replayability. If not, I don't think you necessarily have to do anything differently. (Feel free to PM me the answer if it's major spoilers)

Finally, some advice: If you make any more indie games, which I assume you will (And hope you do!), I recommend charging a "Pay what you will" price, something with a minimum of one or two dollars and a maximum of whatever the person chooses to pay. There are plenty of amazing indie games that charge $5, and I think I would have payed $5 for this game.

I think I would pay $10 if there was some form of multiplayer versus or multiplayer coop. Can't imagine how fun it would be to do these levels with a buddy! Or to shoot him down in a dogfight :D
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AdamButcher
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« Reply #48 on: March 15, 2012, 12:30:13 PM »

I beat the game!
Man, I was so pleased when I saw this! Beer! Glad you stuck with it and got a lot out of it!

Some really good feedback there. Among other things, I was thinking of changing Force Sector just a little.

Are there multiple endings? If so, is it the medals that determine which ending you get?

Once you've completed it, you should have noticed a reward marker for 10 x Medals. Did you see that??? You may guess that there's rewards at other points as well... Well, hello there!

A QUESTION FOR EVERYBODY

Does anyone use the Teledex? It was made to be quite useful to people who weren't sure how to defeat a badguy, or who were stuck on something and wanted to get some tips. For instance, it's useful for the final boss, Kit630.

Made a let's test, what a cool game.
figured it's only fair to bump your topic with the video =]
http://youtu.be/0eAQ8FWEBVw

You're amazing! Thanks for making this video - it's pretty long so I'm working my way thru it. But really appreciate the dedication.  Kiss Let me know if you get any further, and have any more thoughts on the game!

ANYONE ELSE PM ME IF YOU WANT A COPY!  Hand Shake LeftSmileyHand Shake Right
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Kit630
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« Reply #49 on: March 15, 2012, 12:53:40 PM »

I do use the teledex, and it is really handy and quite informational. I just didn't think to look at it for the last boss. But no I did not see the reward marker for the medals Facepalm lol. My bad, probably just missed it in the excitement.

Quote from: AdamButcher
You're amazing! Thanks for making this video - it's pretty long so I'm working my way thru it. But really appreciate the dedication.  Let me know if you get any further, and have any more thoughts on the game!

His video is very enjoyable, and he hit a lot of points that I missed, or didn't even consider. In particular, the feedback about the continual crashing in some areas, and the feedback about being able to bump the mines away from buttons by shooting them in the Factory sentinal level. I think if you add a majority of what he suggests, it will add that much further polish to the game.

Though I don't think you need to add an HP bar to the decryption machine, as I noticed each part will become damaged and the screens blink out as they are hit. Maybe if you threw in some spark particles after they are damaged to draw a little more attention to it though.

Anyway, thanks for the opportunity to play this game. I'm off to discover the medal rewards now :D
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Danmark
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« Reply #50 on: March 15, 2012, 02:00:46 PM »

Who will be first to finish the game? Kit or Veracity??  Hand Any Key
Beer! I beat the game!  Cool Gentleman Hand Joystick Tears of Joy Hand Money Left Hand Money Left Hand Money Left Hand Money Left Hand Money Left

Damn. Leave for a few days, and come back finding I lost a competition I didn't know about.

The Energy Hive Sentinel was great. Proving Grounds didn't give me much trouble (2 tries), except weapon selection. At no point prior do you have so many at your disposal, and it reveals the fault of the cyclic weapon selection. It seems you ought to be able to instantly select any weapon, though it's not like early first-person shooters where every weapon is available often enough for their respective keys to be quickly learned. Anyway, I found myself using weapons other than the default in panic mode, with no real thought given to selection.

Does anyone use the Teledex? It was made to be quite useful to people who weren't sure how to defeat a badguy, or who were stuck on something and wanted to get some tips. For instance, it's useful for the final boss, Kit630.

No. Hadn't even peeked at it until you mentioned it. Never really though to. In retrospect, I recall seeing "Teledex" on the menu, but I never thought anything of it.

Shouldn't visual and audible feedback be enough to figure out how to defeat enemies? So far the thing that's stumped me most is the damaged Omega Sentinel's machinegun. But is that a fault in my intel going into battle, or my ability to work out how to avoid damage, or the presentation of the machinegun itself?
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AdamButcher
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« Reply #51 on: March 20, 2012, 03:10:42 PM »

Veracity: assuming you haven't completed that boss yet - I wait til the bullets start to contract and then boost through the gaps. Wink If you think that needs to be more obvious, I'd be curious to hear...

Shouldn't visual and audible feedback be enough to figure out how to defeat enemies?
That and a bit of experimentation should do it - but we wanted to give people another opportunity to find out how best to do things. Do you think it's worth driving people towards the Teledex, say, after they've completed the first level?

A QUESTION ON INSTALLERS
I've used the Clickteam Install Creator for this, but it seems on some people's computers that it doesn't install the fonts correctly. Maybe a Windows 7 problem. Any other free install-maker software people can recommend? Beg
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Danmark
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« Reply #52 on: March 20, 2012, 09:08:17 PM »

Veracity: assuming you haven't completed that boss yet - I wait til the bullets start to contract and then boost through the gaps. Wink If you think that needs to be more obvious, I'd be curious to hear...

Oh, not that one. I meant the minigun that sweeps across the screen. But it was just a poorly-executed rhetorical device for the thing about Teledex.

Speaking of minigun, is it necessarily avoidable after you've opened lots of holes? It's uncommon, but sometimes the minigun fire pushes you towards a beam, while the safe zone near where it starts firing couldn't have been reached in time.

That and a bit of experimentation should do it - but we wanted to give people another opportunity to find out how best to do things. Do you think it's worth driving people towards the Teledex, say, after they've completed the first level?

I think it would dilute the experience somewhat. I really enjoyed having to work out new tactics from scratch throughout the game. Perhaps you could direct them to Teledex after they've failed a mission a large number of times (like 5).

Anyway, I finished Telenaut. Best shooter I've played in ages. Congratulations and thanks for making such a great game.
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AdamButcher
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« Reply #53 on: September 29, 2012, 01:32:24 AM »

Just to let anyone here know - WE FINISHED THE GAME!

It's now called TELETROOPER!

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