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TIGSource ForumsDeveloperPlaytestingWildfire - a game about fire propagation
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ThePhotoshop
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« on: January 08, 2015, 09:29:23 PM »



A couple of Vine clips:
https://vine.co/v/Opz6gYKglLg
https://vine.co/v/Op5AnBBTI23

DOWNLOAD LINK: http://sneakybastards.net/wildfire_alpha3.zip (22MB)

Alternate Dropbox link: https://www.dropbox.com/s/lijrhwdrjynpjvx/wildfire_alpha3.zip?dl=0

Wildfire is a 2D platformer about fire propagation, with stealth elements. You capture and throw fire to spread it around the environment and affect enemies.

The build above contains a full tutorial and a couple of test levels. Would love any and all feedback on how it plays.

Cheers!
« Last Edit: March 01, 2015, 02:52:21 AM by ThePhotoshop » Logged
Pickledtezcat
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« Reply #1 on: January 10, 2015, 12:08:45 AM »

A very interesting game.

The good:
The fire and water concept is nice.
I like the way that you should avoid combat, it makes the enemies more like components in a puzzle rather than just things to kill.
The graphics are fine.
The auto hiding in grass is a nice feature. I like being able to walk past enemies like that.

The not as good:
The tile set is very repetitive. It could do with some different kinds of blocks, maybe some that can be destroyed...? In any case,something to make the game visually appealing even after 10 minutes.
It could do with some different scale bitmaps for representing the smoke and fire. Just scaling up a low res smoke bitmap makes it ugly and blocky.
If you're using WASD for movement how about making W Jump, and then you can save Space for another function later?
On that subject, how about key mapping? People from other countries don't always use WASD (http://en.wikipedia.org/wiki/AZERTY)

Personal opinion:
It's a little strange using the mouse and keyboard together, it seems like it doesn't really matter here you capture the fire or water from, just the nearest Line Of Sight square with that feature could be grabbed automatically using a key.
As for throwing the fire or water.. It feels like it would be better if the game tried to calculate the angle
in order to throw to the currently selected/moused over square. It's strange to see a square highlighted but when you throw it falls far short. Either that or don't highlight squares when holding fire/water but instead bring up a crosshair or something near the character to show the current arc. Then it wouldn't feel like the fire is falling short.
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bdsowers
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« Reply #2 on: January 10, 2015, 10:48:10 AM »

There's a lot of potential here. Visually it's interesting, the gameplay has some good hooks, the concept is appealing.

The tall grass doesn't always hide me from the knights. I thought it was automatic as long as I wasn't sprinting, but on the first real level I was being seen a lot.

I agree that for throwing the water, it feels more natural to point at my target than it does trying to angle the water. Unless you have some gameplay components coming that require angling the water manually?

The jumping looks awkward. I don't like the way he 'floats' when you hold the button. I'd rather just see a larger arc.

I don't like when giant foreground trees obscure my view. Aside from being a gameplay impediment, it just looks awkward. If you're trying to conceal the knights, I'd find a different way.
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ThePhotoshop
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« Reply #3 on: March 01, 2015, 02:53:00 AM »

So I've made a whole lot of progress with this new playable build!

DOWNLOAD LINK: http://sneakybastards.net/wildfire_alpha3.zip (22MB)

Alternate Dropbox link: https://www.dropbox.com/s/lijrhwdrjynpjvx/wildfire_alpha3.zip?dl=0

Would love some more feedback if you have the time.
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harkme
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« Reply #4 on: March 01, 2015, 06:26:19 PM »

Wow, I love the concept and it was pretty fun playing through. I just wish I could kill those enemies. I never was much of a fan of forced stealth, but that's just me.
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andrew.r.lukasik
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« Reply #5 on: March 02, 2015, 11:05:18 AM »

Just played - awesome. Fun/interesting gameplay and artwork on good track.
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Vasae
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« Reply #6 on: March 03, 2015, 05:47:34 PM »

Played a while ago, good concept but controls need a lot of work. Just not tight enough when you're wanting it to be a stealth game.
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CrayderStudios
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« Reply #7 on: March 06, 2015, 01:02:46 AM »

Neat fire/water capturing mechanic. Though not particularly a fan of the stealth, as good stealth requires good controls that respond to player input. I'm not if it's because he moves too slowly or interacts with the elements of the game too slowly (I felt it very difficult to avoid the fire archer arrow in the tutorial), but I felt the stealth aspect of the game to be the weaker point of the game. The elemental capture mechanic is fun, and with a little level creativity can create a bunch of neat player to environment interactions that will be very satisfying.

Hope that helps!
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