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880168 Posts in 33023 Topics- by 24390 Members - Latest Member: zigzagoon

May 25, 2013, 10:14:00 PM
TIGSource ForumsDeveloperFeedbackDevLogsMoments of Reflection - small puzzle platformer
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stevesan
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« Reply #15 on: August 14, 2012, 06:54:36 AM »

And thanks for the feedback. I agree it probably gets a little bland when you're stuck (even though I think the puzzle solutions are neat Tongue). I think some more visual polish and maybe a narrative of some sort may help.....?
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bnhw
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« Reply #16 on: August 14, 2012, 11:41:19 AM »

And thanks for the feedback. I agree it probably gets a little bland when you're stuck (even though I think the puzzle solutions are neat Tongue). I think some more visual polish and maybe a narrative of some sort may help.....?
Yeah, I don't think it needs much. Maybe some colour variations and more visual feedback on your actions. Just played through the rest of the game and the moving keys are interesting! Gameplay is there already and I'm looking forward to playing more levels.
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stevesan
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« Reply #17 on: August 14, 2012, 12:35:08 PM »

Cool man! Just curious, about how long did it take you to complete all the puzzles?

And thanks for the feedback. I agree it probably gets a little bland when you're stuck (even though I think the puzzle solutions are neat Tongue). I think some more visual polish and maybe a narrative of some sort may help.....?
Yeah, I don't think it needs much. Maybe some colour variations and more visual feedback on your actions. Just played through the rest of the game and the moving keys are interesting! Gameplay is there already and I'm looking forward to playing more levels.
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stevesan
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« Reply #18 on: August 14, 2012, 09:47:40 PM »

Updated the build with more polish. Removed the vignette border Tongue http://tinyurl.com/playmor
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Perspicacity1
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« Reply #19 on: August 20, 2012, 10:19:56 AM »

I saw this on the indie game blog and really liked it. The core mechanics seem strong and I was able to understand how the new systems fit almost instantly. Did you have any plans for other mechanics? Either way I'm really looking forward to seeing how this turns out!
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mbel
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« Reply #20 on: August 20, 2012, 11:19:21 AM »

Puzzles are neat, graphics are quite nice, I've spent about 20 minutes going through all the puzzles, and I would gladly spend more if there were more levels. Out of curiosity: how many iterations did you have before achieving such good learning curve?
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bnhw
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« Reply #21 on: August 20, 2012, 12:22:57 PM »

Cool man! Just curious, about how long did it take you to complete all the puzzles?

And thanks for the feedback. I agree it probably gets a little bland when you're stuck (even though I think the puzzle solutions are neat Tongue). I think some more visual polish and maybe a narrative of some sort may help.....?
Yeah, I don't think it needs much. Maybe some colour variations and more visual feedback on your actions. Just played through the rest of the game and the moving keys are interesting! Gameplay is there already and I'm looking forward to playing more levels.
Sorry I haven't got back sooner! I think it was roughly 5-10 minutes, but it might've just felt shorter than it really was (which is a neat thing!)
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stevesan
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« Reply #22 on: August 21, 2012, 12:02:54 PM »

Puzzles are neat, graphics are quite nice, I've spent about 20 minutes going through all the puzzles, and I would gladly spend more if there were more levels. Out of curiosity: how many iterations did you have before achieving such good learning curve?

Thanks man! I'm glad you thought the learning curve was smooth. This is indeed the THIRD iteration of the control scheme, and I've tweaked the on-screen instructions a lot as well. The first control scheme was driven more by the implementation, and it was hard for people to grasp (even though it made perfect sense to me!). But then I started thinking about how to teach it to people, and how Portal taught things, and that actually made me re-work the control scheme to what it is now. And people generally find it pretty intuitive. I wrote a more detailed blog post about it here: http://pupilgame.wordpress.com/2012/08/02/update-moments-of-reflection/

I'm also constantly tweaking the order and types of levels. Just yesterday I cut 3 levels and switched some around, so I'm not even sure which version you played Tongue
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stevesan
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« Reply #23 on: August 21, 2012, 12:10:30 PM »

I saw this on the indie game blog and really liked it. The core mechanics seem strong and I was able to understand how the new systems fit almost instantly. Did you have any plans for other mechanics? Either way I'm really looking forward to seeing how this turns out!

Thanks! I do have a few other mechanics I want to implement, such as jump-pads and buttons. I'm not too happy with the number of puzzles using the ball-key and brick-wall mechanics though, so I'd like to design more puzzles just using them as well. Thanks for playing!
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stevesan
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« Reply #24 on: August 21, 2012, 12:11:16 PM »

Cool man! Just curious, about how long did it take you to complete all the puzzles?

And thanks for the feedback. I agree it probably gets a little bland when you're stuck (even though I think the puzzle solutions are neat Tongue). I think some more visual polish and maybe a narrative of some sort may help.....?
Yeah, I don't think it needs much. Maybe some colour variations and more visual feedback on your actions. Just played through the rest of the game and the moving keys are interesting! Gameplay is there already and I'm looking forward to playing more levels.
Sorry I haven't got back sooner! I think it was roughly 5-10 minutes, but it might've just felt shorter than it really was (which is a neat thing!)

Wow that is fast Tongue Do you play other puzzle games as well? I'd be curious how long it took you to beat, say, Portal or Braid or some other cool flash puzzle games.
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stevesan
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« Reply #25 on: August 27, 2012, 06:08:46 AM »

Made it more pretty with some textured outline (for a quasi-drop shadow effect). This is more like Sijie's original mockup.
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stevesan
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« Reply #26 on: October 18, 2012, 12:04:50 AM »

Long time since I've updated this... Just submitted to the IGF, trailer here: http://www.youtube.com/watch?v=z4qcWHqXlvw

I showed it to a buncha people at Indiecade and reception was really good! Pretty stoked about the future of this project. I wanna try more mechanics and design more puzzles and see how deep this mechanic goes. No plans in the near future for completion...
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stevesan
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« Reply #27 on: November 04, 2012, 10:41:02 PM »

Just added some new gameplay I'm pretty excited about. Not quite done, but here's a quick preview: http://youtu.be/DfxCTgoLTjM
« Last Edit: November 05, 2012, 12:17:45 AM by stevesan » Logged

stevesan
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« Reply #28 on: December 14, 2012, 12:26:57 AM »

I've been thinking a lot lately about my puzzle design process and what my goals are with the game. People play through the puzzles too quickly, and they don't even get what's going on half the time. That's not very satisfying game play, so I'm currently trying to design more difficult puzzles that you can just brute-force or stumble around for solutions.
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