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876902 Posts in 32837 Topics- by 24277 Members - Latest Member: aetherX

May 18, 2013, 03:02:28 AM
TIGSource ForumsDeveloperFeedback10000000 - Rpg! Upgrade your Castle! Train Perks! Upgrade your gear!
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Author Topic: 10000000 - Rpg! Upgrade your Castle! Train Perks! Upgrade your gear!  (Read 3486 times)
handCraftedRadio
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« Reply #15 on: June 28, 2012, 08:09:52 AM »

I liked the game. Here are some thoughts:

-I was never able to figure out what the "time" is. Is that how far you are to the left of the screen? I don't really understand how that works. Sometimes I would just die (or the round would end) and I would have no idea why. I assumed it had something to do with the time.

-I thought it was too difficult. I was unable to get past the 2nd level and gave up. It felt to me like the only way to beat it was to keep playing it over and over and dying until you unlocked enough things to upgrade your character enough. Which leads me to my biggest problem with the game design:

-There is no penalty for dying. It actually seems like you are supposed to die a lot until you gather enough resources to upgrade your character. I think the game would be stronger if the levels were easier at first, but you only keep the items you collected if you complete it (or maybe you only keep some of them when dying). That way there is a sense of accomplishment when getting enough resources to upgrade and doesn't just feel completely like grinding. Right now it feels like I have to die enough before I can win.

-I always have a hard time matching the tiles I need. I often end up just matching things randomly and hoping for a combo I didn't see, or hope to get tiles that I need. Sometimes it was easier to just randomly move tiles until I see a set light up, which indicated a match.

Good job, I like it, keep working on it!  Wizard Hand Thumbs Up Right
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« Reply #16 on: July 01, 2012, 01:55:44 AM »

I've found a bug!

My hero isn't displayed on the screen and isn't bothered by the ennemies, so the dungeon keep advancing without end.
How I've found it.
- Finish the game (not sure it's needed)
- start a tutorial game
- push the heroes out of the screen (right border)
- keep making tiles without seeing your heroe
If you win enough, you won't attack the ennemies and keep advancing

I've finished the game in nearly 5 hours (my girlfirend also finished it in 5 hours)
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« Reply #17 on: July 02, 2012, 08:48:51 AM »

Thank you for the feedback folks, This is all really useful

@Heysami

I don't actually have a name yet. I've been calling it 'Sole' throughout development, but that was just a word that I heard on the TV when I was creating the project on Unity. Any suggestions? Smiley

@cutandreil

I like that you don't know what it is going to be, It is a nice surprise to find out, but agreed about the upgrade thing, I'll make it so, after you have depleted a building the first time, if you havent discovered the button it sort of flashes up and says 'hey, I'm a button over here'

I'm trying to repro your bug now too Smiley

@JamesRossi

I think that would be a nice feature. I was toying with the idea of having some puzzle based runs ( another door called the 'Puzzlemaster' ) - clearing a dungeon in n moves rather than x time. A similar play style, but one that is slow and thoughtful. Sound interesting?

@Slushy

I saw your video over at http://www.youtube.com/watch?v=ZxIl73CbRE8 - Cheers!

@HandCraftedRadio.

Man, i spent so long on that Time thing. It was originally something far less abstract with a bar that filled and depleted, but playtesting showed that people didnt really pay attention to it, and I want the eye focus divided between the corridor and the grid, and a third thing to look at was overwhelming.

I'm still not totally happy with the way it is now for the reasons you say. I tweaked the tutorial messages but that still wasn't a 100% hit rate. I think it needs to be something more in the domain of the game -- why is being over on that side a loss? Any ideas?

I agree about the difficulty curve too - the way you describe it is how i want it to be, and I'm tweaking it to get there based on these stats. That said I don't want to be 'dying' - the main reason I didn't go for a health bar, because completing a run, even if you only get 1 or 0 objectives is still a success, you've still advanced your position. I think this might just because, being for mobile one of they key things i wanted was, its something you can play for a few minutes, and you'll have actually gained something for the next time you play, even if it is a week later. Make sense? Or any ideas how i could keep that but have it less grindy?

Your third point is the most important one I think. This is still my biggest problem, Sometimes you won't have what you need, this means you'll have some other, less salient stuff on the board ( usually stone/wood ) To get top tier scores means, in the downtime between obstacles, you clear out wood and stone so you'll have what you need when the time is right, but I'm still having a hell of a time telling the player that. I'd love some input on that.



Cheers,

Luca

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James Rossi
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« Reply #18 on: July 02, 2012, 08:59:15 PM »


@JamesRossi

I think that would be a nice feature. I was toying with the idea of having some puzzle based runs ( another door called the 'Puzzlemaster' ) - clearing a dungeon in n moves rather than x time. A similar play style, but one that is slow and thoughtful. Sound interesting?

That sounds like a lot of fun actually. I like the idea that instead of time pressure you have move pressure while playing. Sometimes if you are tired or mentally sluggish the current pace can be a bit frustrating so being able to take it slower while still having risk would be a welcome mode.
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« Reply #19 on: July 02, 2012, 09:24:38 PM »

Really fun game! One thing I've noticed, though, is that large chains don't seem to really do anything. I've had chains of up to ten with no apparent bonus being gained. Some sort of time bonus for chains would really make it more fun, I think.

Because there isn't really a huge bonus to chains, I actually find it more hindering than not. Often chains will connect blocks I don't need, and since I can't control the board during them, this makes them a hindrance.
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« Reply #20 on: July 02, 2012, 09:46:17 PM »

Wow. I ended up playing this a lot longer than I thought I would. My only suggestion is to be able to see how much time you have left. Other than that, it's a great game. Keep up the good work.
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« Reply #21 on: July 04, 2012, 12:31:34 AM »

I thought this was pretty fun to play. I kinda felt like there needed to be some kind of a save game feature, but then I guess that would necessitate some kind of deeper exploration element maybe? I guess the mixing of RPG with arcade kind of threw me off a little there.

I really enjoyed the novel blending of puzzle, action, and RPG though. Looks good. Keep making it awesomer!
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« Reply #22 on: July 04, 2012, 05:12:38 AM »

Very polished, fun and I love the concept. Art style is great as well.

I think the main thing that I'd focus now is balance. Sometimes a level is easy but sometimes it's hard, seems like the difficulty is vary a lot depending on your luck.

I don't really know how the Castle building works, but it'd be awesome if you can add floors to the castle, like the old Sim Tower. So eventually, player will end up with a sky-scraper castle  Hand Thumbs Up Left
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« Reply #23 on: July 04, 2012, 02:56:10 PM »

I like this quite a bit. The music has a nice feel and the controls especially feel nice. It is definitely the type of game that would work well on a phone.  Beer!
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« Reply #24 on: July 12, 2012, 11:19:07 AM »

Thanks for the feedback folks - I think I'm pretty much at the version I'll send off to apple but I'll  still add changes and new stuff so keep it coming

@Shade

Man, I've thought that too but couldn't come up with an elegant way to fix it... and now you mention a time bonus it's just so obvious. I've put that in, I've added a flash when you add/lose time to make it more clear too.

@Toshari

Your character's position on the screen shows this but i don't explain it very well, ill change the explanation a bit

@TomHunt

It should save fine when its on a phone, the web player saving can be a bit flaky.

@maethec

I've put more balance tweaks in now based on the feedback, but I think a bit of random is good. Also, yes, that would be awesome Smiley

Thanks,

Luca



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« Reply #25 on: July 12, 2012, 06:12:12 PM »

What a great game! I started playing and the next thing i know 2 hours have past! really enjoyed it!
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« Reply #26 on: July 13, 2012, 04:02:01 AM »

This game's awesome, consider me a customer when you release it for mobile.

One thing you might want to consider, early on before I got good at the game, I felt kind of helpless sometimes when I couldn't find enough matches. Maybe early on you could give players some items to boost their progress while they are still learning or something?
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« Reply #27 on: July 13, 2012, 11:43:06 AM »

I cant stop playing this game! it is so good!
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« Reply #28 on: July 14, 2012, 10:33:31 AM »

Love this game. Hope it lands on phones soon.
As the other said, there's no really a "time" indicator so it's kinda of annoying when the dungeon run suddenly ends.
The only other thing that bothers me, art-wise, is that there is just... too much grey. It's like, grey everywhere. More colours plz
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« Reply #29 on: July 15, 2012, 12:21:55 PM »

I think this game need be social like facebook game :D and pvp in dungeon :D
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