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891410 Posts in 33543 Topics- by 24777 Members - Latest Member: Amy

June 19, 2013, 04:58:50 PM
TIGSource ForumsDeveloperFeedbackSpell Storm BETA
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AndyWiltshireBPA
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« on: August 18, 2012, 02:41:13 PM »

Hey guys,

Just looking for some play testers for the beta release of our new game Spell Storm.

The game is pretty much done and we're using 'Playtomic' to track play stats and tweak the difficulty - but any feedback or bug reports are much appreciated!

Utilizes Flashpunk + OGMO!

Spell Storm : Flash-based Fantasy Arcade Shooter.

Click to Play



Cheers,

Andy
« Last Edit: August 18, 2012, 02:49:16 PM by AndyWiltshireBPA » Logged

Udderdude
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« Reply #1 on: August 18, 2012, 05:27:02 PM »

Played through it on normal mode.  Only real issue I had was the second boss's shots that explode.  They don't look any different than his other shots, and they exploded with no warning, killing me instantly.  I didn't even know what killed me the first time it happened.  Other than that, it was really too easy for me.  I'd suggest making Hell Mode unlocked by default.  Even that didn't seem that much harder, though.

I got up to Hell Mode x3 and by this point, it felt like you were really just trying to survive by getting upgrades (namely life/food) faster than the enemies could overwhelm you.  Not very interesting.

The gameplay felt really same-y with the main strat being to slowly lead enemies around to death.  Most enemies were just slight variations on the same thing, and there was really not enough variety in attack patterns and movement methods.  There wasn't much danger from the traps most of the time, they weren't implemented very well in most levels.

The transformation and familiar upgrades felt useless.  The familiar charges into enemies and gets it's ass kicked because it's AI is terrible, and the hulk mode just feels clunky and has limited attack range, so upgrading it feels like a waste.  You can't even really use it on bosses.

I felt maxing out the first attack related upgrades and some of the secondary upgrades was the best use of gold.  If I had any more I guess I would have used it on familiar, as at least it's not as useless as transformation mode.

Also, I think it really needs a confirmation box at the start of each level before it starts, as you have little to no time to study the level before being assaulted.  On the later Hell modes, you're almost forced to take a ton of damage at the start, but after that it's easy. 

It's possible to die after the final boss dies, which I don't think is paticuarly fair.
« Last Edit: August 18, 2012, 07:00:43 PM by Udderdude » Logged
theSoupSmith
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« Reply #2 on: August 19, 2012, 11:38:33 AM »

Very smooth gameplay! The best suggestion I could give would be to have a much larger splash towards where the player spawns on each level.

Everytime I loaded a new room I spent a few moments having to frantically find my character!
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Daniel Seabra
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« Reply #3 on: August 19, 2012, 01:04:18 PM »

Mostly what's been said by everyone else. I played a while until I got bored. The game has some very good graphics, and it feels smooth, which is good.

The game itself isn't very original though, and the enemies do start to feel a bit repetitive.

I wish I could have different gameplay modes. For example, I've never been much of a magician in RPGs. I prefer to charge everything and punch/slash/bite/tackle all my enemies. Felt kind of sad sitting back and smashing everything with ice crystals instead of going in and bashing everything with a warhammer, you know?
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AndyWiltshireBPA
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« Reply #4 on: August 19, 2012, 01:51:41 PM »

Thanks for the feedback so far everyone - we're digesting it all and adding notes to our dev wiki Wink
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JMStark
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« Reply #5 on: August 19, 2012, 03:40:14 PM »

This is such an obvious oversight that I am guessing that it was intentionally left out, but the lack of a clearly displayed aiming reticle makes it less intuitive to point the character in a direction.

Personally as a designer I would decrease the amount of health some of those early enemies have and make their deaths more pronounced, so that the player may get more satisfaction from their defeat.

The game is ridiculously polished though, and is definitely very professional in its presentation. I also like your skill tree, whose simplicity complements the game very well (unlike many games whose skill trees feel out of place and obtrusive).
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AndyWiltshireBPA
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« Reply #6 on: August 20, 2012, 04:48:34 PM »

Thanks JM,

Some good ideas in there Wink

We don't bother with a graphical crosshair as its an ever so slight performance hit depending on the flash player version - so it's just not worth it.
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