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TIGSource ForumsDeveloperPlaytestingShockpick (a game about lockpicking made in 4 hrs)
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Author Topic: Shockpick (a game about lockpicking made in 4 hrs)  (Read 594 times)
Kyuugatsu
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« on: October 27, 2014, 11:03:03 PM »

I decided to make one game a day this week. They aren't the best games, but I think I'll learn...somthing.  Screamy

Here's the first one, Shockpick - a game about lockpicking.

http://rhtgrg.com/shockpick.html
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Quicksand-S
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« Reply #1 on: October 27, 2014, 11:13:44 PM »

How is this supposed to work? I get shocked ever few seconds whether I'm moving the brown pin, all the pins, or none of them.
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Kyuugatsu
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« Reply #2 on: October 27, 2014, 11:32:33 PM »

You just have to pick the lock. The shocking is inevitable.
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Quicksand-S
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« Reply #3 on: October 27, 2014, 11:54:46 PM »

Ah. Calling it "negative reinforcement" made me think that I would only get shocked if I messed up. I also felt like I'd lost the game when it sent me back to the title screen, but it seems that happens when you succeed and it's completely impossible to lose.

It's a strange game and almost nothing like real lock picking, but it controls quite well and I the physics are pretty good. I like the minimalistic graphics and the choice of music as well. I think my main two suggestions for future games would be:

-Hide the cursor if it's not important
-Give the player some indication that they've succeeded (or failed) before sending them back to the title screen
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Kyuugatsu
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« Reply #4 on: October 28, 2014, 06:55:55 AM »

I see, I definitely failed on communicating everything to the player. Changed the text a bit, hopefully it helps. I was planning on hiding the mouse, but totally forgot! It's done now.

Thanks for the feedback!

Note: I messed it up and now the mouse remains disappeared after you win! Will fix it after work (for now just refresh the page).
« Last Edit: October 28, 2014, 09:46:21 AM by Kyuugatsu » Logged

debugchicken
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« Reply #5 on: October 29, 2014, 05:05:28 PM »

Well this was kinda fun.

I specially liked messing with the locks.

Well I don't think the shock is good in fact, feels kinda unfair the way it is now. On the other hand, its easily avoided.

Well, this could lead to a more complex game.

The locks are just cubes in the distance, right? I can see a little of the perspective XD

ps. Isn't september (九月) called kugatsu instead of kyuugatsu?
« Last Edit: October 29, 2014, 06:48:45 PM by mirrorlink » Logged
Kyuugatsu
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« Reply #6 on: October 29, 2014, 06:44:39 PM »

ps. Isn't september (九月) called kugatsu instead of kyuugatsu?

It is, I've been using this handle for a long time and so I have to keep using it  Embarrassed

Everything is 2d drawings I made in photoshop. Unity can do 2D you know. Smiley

Thanks for the feedback!
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debugchicken
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« Reply #7 on: October 29, 2014, 06:47:59 PM »

ps. Isn't september (九月) called kugatsu instead of kyuugatsu?

It is, I've been using this handle for a long time and so I have to keep using it  Embarrassed

Everything is 2d drawings I made in photoshop. Unity can do 2D you know. Smiley

Thanks for the feedback!

Haha I know, but since it was made in 4 hours I thought you used the default cubes, but I was wrong XD
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