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1075875 Posts in 44149 Topics- by 36119 Members - Latest Member: propmaster

December 29, 2014, 12:05:22 PM
TIGSource ForumsFeedbackPlaytestingHelmin & Gur, Alpha 1.0
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Author Topic: Helmin & Gur, Alpha 1.0  (Read 218 times)
neurofier
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« on: June 23, 2014, 02:33:30 AM »



DESCRIPTION:

Helmin & Gur is a co-op platformer in which one player takes the control of Helmin the puffin, while the other takes control of Gur the wolf.

A flight across the ditch goes horribly wrong which lands both Helmin and Gur on a deserted island, armed with nothing but their own hands. In order to escape, players will have to put their heads together, co-operate as one and work in conjunction to brave the island, collect stranded plane parts and reconstruct a new plane to help Helmin and Gur off the island.

Will you harness Helmin’s superior speed and agility to overcome obstacles, or take control of Gur for his brute strength?

It’s all up to you, player(s)!

KEY FEATURES:

- Splitscreen feature to accommodate two players.

- Unique skillsets for both Helmin and Gur.

- Multiple platformer puzzle-based levels.

- Hybrid retro sound effects/ambient recording soundtrack.

TECHNICAL INFO:

Release Date: 23/06/2014

Platform: Microsoft Windows

Price: FREE

SCREENSHOTS:














- http://neurofier.itch.io/helmin-and-gur

- http://gamejolt.com/games/platformer/helmin-gur/28604/

CONTACT DETAILS:

For any questions or inquiries, you can reach me via. my student e-mail at [email protected].

ABOUT THE CREATOR:

My name is Claire Chin and I am currently a first year student at Media Design School in Auckland, New Zealand. Helmin & Gur is my very first game and also my very first venture into GameMaker, so pardon the roughness and bugs. If there is enough positive feedback in response to the game’s release I will definitely polish it some more as well as adding additional features such as newer levels, additional characters and power ups.

However, as of now the game will remain the way it is.

Despite that, I’m very proud of releasing the game as is, and I hope you enjoy playing it.
« Last Edit: June 23, 2014, 06:31:51 AM by neurofier » Logged
Quicksand-S
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« Reply #1 on: June 23, 2014, 08:19:07 AM »

I realize that this is a school project, but I'm going to be just as thorough as I usually am. I know that you are probably aware of many issues, but I'm listing all of them in case some are new to you. Please note that I any criticism is meant to be helpful, not tear down your work.


Gameplay
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-Jumping for the big character is really jerky. It feels like my character is hitting his head on an invisible ceiling every time. Maybe some lighter gravity would be a good idea (balanced out by less jumping power).
-The big guy can get "stuck" inside a switch if he jumps on one he can't activate.
-The bird can't fall through holes that are much wider than it (level 2, just past the first switch, between the platform and the wall).
-I managed to jump onto the large gelatin block with Gur and got stuck bouncing against the ceiling, constantly making the bouncing sound.
-I really like how you're using the character dialogue to explain things. The "I'm too light for this one" statement was really good and perfectly timed.
-I was pleasantly surprised to see that the gelatin blocks couldn't get stuck against walls.
-I went to jump over the first groob and the cutscene played, then I got hit by it during that cutscene. If the player characters are frozen during cutscenes, why isn't anything else?
-I couldn't jump over that first groob without getting damaged. That's another reason for lower gravity, I would say.
-The game wouldn't let me move the large gelatin block past a certain point, even though nothing was in the way.


Graphics
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-I love the style.
-I don't like that the pixels are a different size in pretty much every sprite.
-The snowflakes often disappear too early (ex. halfway down the screen)
-I think the animation is too fast, so that it appears jerky. On a similar note, the walking animation for the main characters is actually too slow for their movement. I usually tie animation speed to horizontal speed (with a multiplier) when it comes to walking.


Audio
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-Good use of atmospheric sounds.
-The jumping sound doesn't play if I hold the jump button (Maybe it shouldn't even be a "hold" control?). It also plays during cutscenes even though my character is frozen, or if I press the button while in mid-air. I'd recommend moving the code (or drag-and-drop event thing) into the area where you actually set the vertical speed for the jump. That way it will only play when actually jumping.


Misc
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-It wasn't always clear who was talking in the initial scene. I realized later that the capitals weren't just a character yelling. Might be good to further differentiate the two characters' lines a bit more. Maybe, since it's local co-op, each character's text should appear on their own side.


I stopped shortly after getting the first part. It's not a bad game. The basic design of the is pretty good and the co-op (apart from some weird bounciness if Helmin is on Gur's head) works great. I really love the art style too.

Are you coding this or using GM's drag-and-drop functionality?
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