Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

1076103 Posts in 44164 Topics- by 36129 Members - Latest Member: UmmagummaGames

December 30, 2014, 10:51:40 AM
TIGSource ForumsFeedbackPlaytestingeleMental
Pages: [1]
Print
Author Topic: eleMental  (Read 3727 times)
Madcoder
Level 0
*


View Profile
« on: May 12, 2009, 05:09:40 PM »

Hi All,

My name is Jeff this is my first attempt at a casual game.  I have a full time job as a software engineer but love to write games as a hobby.  I'm at a demo worthy stage right now but I have no idea where to go from a marketing standpoint.  I found this forum the other day and it seemed like a great place to start asking for feedback without sounding like you are trying to plug your own game.

I know that sounds odd, but it seems like if you just post a link on another forum...like here is my game you are just going to get pounded.  So it is nice there is a place like this out there.

Anyway this game is a match 3 game, similar to bejeweled, that has a card game added to it that give objectives and or challenges such as fighting creatures.  The game also allows players to choose which direction to drop the tiles/gems which is key in some of the mini-games/objectives.

I'm looking for general feedback on gameplay.  I know there are some rough edges to the game still and I'm currently adding more content to the game.

Thanks for your time and I appreciate any feedback that you can provide.

I would attach a screenshot but it said the upload folder was full.  You can check out screenshots and download at  http://www.elementalgaming.net/
Logged
Gryphon
Level 1
*



View Profile WWW Email
« Reply #1 on: May 12, 2009, 07:34:13 PM »

Looks pretty neat; I'll download it and give some feedback after I've played it a bit!
Logged

Madcoder
Level 0
*


View Profile
« Reply #2 on: May 13, 2009, 08:35:39 AM »

excellent, thanks I look forward to your feedback.
Logged
Gryphon
Level 1
*



View Profile WWW Email
« Reply #3 on: May 13, 2009, 02:03:40 PM »

Well, I have to say... this game is awesome! I was Level 9 when I died.

The gameplay is solid and works well, don't really need to change much there. Now for some constructive criticism! Only thing you should work on is polishing it up a bit. It's actually those little things that seem so insignificant, but really make the whole game experience much better. For example: the character info in the upper left corner of the screen.

Max Health: x
Current Health: x
Level: x
Exp Next Level: x
Score: x
HighScore: x

If you cleaned it up a bit, it would be easier on the eyes and make the game just look generally cooler. Maybe something like this...

Health: current/max
Level: x
EXP: current/until next level
Score: x
High Score: x

Also, for the Legend on the right side of the screen...maybe you could arrange it so that all the runes are at the top, and then the cards at the bottom? Or, alternatively, you could just identify an object on the game field just by hovering over it (as you do with items in your inventory).

One other thing, ESC shouldn't exit the game so rapidly! You should put a confirmation screen there. "Are you sure you want to quit?" or something like that.

I also noticed that, when trying to turn on the background music, nothing happened the first time. I tried it again, and it worked fine. Don't know what happened there.

The animations were a bit too fast in the beginning, so I was glad to see I could decrease the speed. However, I'd like there to be something there that indicated what the current speed was at.

All in all, it's a great game. Just needs polishing to make it look nicer!
Logged

Madcoder
Level 0
*


View Profile
« Reply #4 on: May 13, 2009, 03:54:59 PM »

Thanks I'm glad you liked it!  I'll definitely make the changes that you suggested below.  I'm currently working on adding content (more cards, quests, items, etc.) and polishing it more as you suggested.  Please feel free to provide more feedback.  I'll be putting a new version up soon.
Logged
Kamos
Level 0
***


Hey.


View Profile WWW Email
« Reply #5 on: May 13, 2009, 04:34:09 PM »

Hey Jeff,

Normally I can't stand this kind of game for more than a few minutes. EleMental was pretty good, though - I kept playing for a lot longer than I intended, considering my intent was just to check it out. Wink

Ok, I have a few comments about the interface:

1) When you start playing, if you destroy multiple tiles in a single move, you'll get multiple help screens. That way, you can't really tell what tile combination triggered a help screen and you could end missing the idea, because the help you get isn't be connected to any specific thing you did.

2) The help system needs a screen about how to deal with monsters. (Maybe I missed it the first time, by destroying multiple tiles? I'd give more info, but the second time I started the game, the help screens didn't show and I can't replicate the problem.)

3) The different kinds of objective have different levels of priority for the player. For instance, when a monster comes, I want to deal with it ASAP, and not try to collect a certain kind of tile to level up. If I'm dead, leveling up doesn't matter. Wink

Perhaps you should group objectives by urgency, or mark their "type" in a distinguishing way. Perhaps even different pools for different types of objective.

4) Make the state of each option clear in the menu (whether it is ON or OFF). For instance, I couldn't tell if hints were being shown or not after playing with the configs for a while.

5) By default, the tile legend appears over the message box. It would be best if each interface component had its own place on the screen.

6) Actually, it would be better if you only kept what the player needs to play on the main game screen. For instance, the menu could be moved to a pop-up window (such as the one you already use for the credits). Also, perhaps the "menu pop-up" could be called by the ESC key, instead of having it quit the application without asking for a confirmation.   Tongue

7) The tile legend is useful (especially the first time you play), but it is taking way too much space on-screen. Maybe you could scale it down a little bit or move it out of the way (say, place the legend in a frame around the board, so that when the player doesn't need it anymore, it becomes part of the decoration).

8 ) You should probably place the achievement messages where the player is looking (that is, over the board). Also, instead of having cards "fall" into the pool they belong to, it would be even better to have cards spawn from the tiles you destroyed. That way, it is even easier for starting players to understand what spawns what, and the veteran player doesn't need to look away from the board to check what card he has taken.

9) The help pop-up for the inventory items is taking a bit too long to appear.

10) The help pop-up for the cards at the bottom of the screen is redundant.

11) Aren't red cards "items" too? I have red card "swords" and inventory "swords"...

12) Consider using tiles in the objective cards instead of using text. For instance, instead of "Collect Runes in this order: Earth Fire Fire Fire", do something like "Collect Runes in this order: <Earth tile image> <Fire tile image> <Fire tile image> <Fire tile image>". That way, it is easier to identify what needs to be done. Also, it's a nice touch.  Wink

13) I had "X" turns to move a chaos tile to a marker. At the last turn, while the card was still showing at the objective pool, I managed to move the tile to the marker, but still received a "Failed!" message. My point is, the way it is, I was pursuing an objective I couldn't complete anymore. I'm not sure about this, but it seems like there is a "check this on the start of a turn"/"check this on the end of a turn" issue.

In resume, the game is pretty good, but I was constantly pulled away from the toy (matching the tiles) to check what I had to do, or had too many places to look at and ended missing what was happening (like achievement messages). If I had to change a single thing, it would be the way things are arranged in the interface. I hope this helps.   Smiley
« Last Edit: May 13, 2009, 04:37:22 PM by Kamos » Logged
Madcoder
Level 0
*


View Profile
« Reply #6 on: May 14, 2009, 08:16:51 AM »

Hi Kamos,

First off, thanks for the feedback, I really appreciate it.

I've had several comments on getting the help system to come back up since it only comes up one time as to not be annoying.  I definitely intend to make changes to this.  I'll also work on when/how they popup.

I also plan on adding a settings dialog with checkboxes so that should address the settings on/off that you mentioned.

I plan to have individual artwork on each of the cards so you'll be able to identify what type of cards you have, right now I just had one graphic for each.  I also like the idea of sorting by priority.

I'll also do the hover over on the map to show what kind of tile it is.  I'm not sure what to do with the legend as I feel like I'm running out of space, but if I'm doing a settings dialog box then I should have some more room.

I know the treasure chests/items and the item cards seem redundant but the treasure chest items are more powerful and you can carry them between games.  Let me know if you think that is not worthwhile.

I'll have to look at the moving the chaos tile on the last turn.  It should be checked beforehand but now that I think about it I think I have an ordering issue so this is a bug that I'll need to fix.

I'm working on a new version which should hopefully address most if not all of the items you brought up.  I'd definitely like to get your opinion on the newer version if possible.
Logged
Dr. Sleep
Level 0
**


Trust Me. I'm a Doctor.


View Profile
« Reply #7 on: May 14, 2009, 05:11:18 PM »

Your damn game ate my head for like an hour and a half. Made it to level 12 before being eaten by a Grue.

I'll be honest, you've obviously spent a ton of time getting this thing to the point where you -always- have an option. The compass mechanic (as well as it's associated gameplay metaphors) is/are brilliant. Most match-3's (is that your term?) get to a lock-up fairly easy, and when you have no more moves it's like "Oh well. Screw you, Jack." Now maybe I'm mistaken or just lucky, but I -like- the fact that the puzzle isn't what does you in. It's how you solve the thing that gives you traction with respect to the other things going on in the game. I found myself planning two or three moves ahead because there were tangible consequences to my matches beyond getting to play for a few moments longer. The quests are -awesome-.

That said, it took me a moment to realize what the creatures signified, and that they were as important as they were. Even the magician and the blacksmith were a little hard to understand for like a half a turn because I didn't realize that I had items and spells to work with. Instead of just making them cards down at the bottom, perhaps they deserve a more prominent place on the screen? For spells, maybe runes on the spread pages of a book. Items that look like items instead of cards, and maybe bevel the edges to make them look more "buttony" and less like the events and monsters that you can't click on.

This is a pretty slick little game, and I'm gonna be showing it to my wife (she -loves- stuff like this.) Now I'm not a puzzle connoisseir, but I think the only stuff that needs to be banged into shape is visual presentation. Lots of color and depth and maybe a few cool animations, and you'll be good to go.

Finally, I'll give a little lip-service to the irony that in the course of attempting to create a "casual" game, you've created what's possibly the most un-casual casual game I've ever played.

Good on you.
Logged

Kamos
Level 0
***


Hey.


View Profile WWW Email
« Reply #8 on: May 15, 2009, 03:13:07 AM »

Finally, I'll give a little lip-service to the irony that in the course of attempting to create a "casual" game, you've created what's possibly the most un-casual casual game I've ever played.

Oh. So that's why I went up to level 11, even though I wanted to restart the game to get the help screens again. I just had to play another turn.  :D
Logged
Dr. Sleep
Level 0
**


Trust Me. I'm a Doctor.


View Profile
« Reply #9 on: May 15, 2009, 06:58:17 AM »

Finally, I'll give a little lip-service to the irony that in the course of attempting to create a "casual" game, you've created what's possibly the most un-casual casual game I've ever played.

Oh. So that's why I went up to level 11, even though I wanted to restart the game to get the help screens again. I just had to play another turn.  :D

Hey, by any means necessary, right? Wink
Logged

Madcoder
Level 0
*


View Profile
« Reply #10 on: May 15, 2009, 12:12:06 PM »

Hi Guys,

Thanks for all of your feedback.  I know this sounds odd, but there is a way you can get the tutorials to popup again...at least until I fix it so you can pull them up as needed.  Go to the install directory and delete the char.tut file.  The file does nothing more than keep track of the tutorials you have seen already.  I hope that helps.  I have a new version with more cards, changes, etc. would you guys be interested in trying a newer version?

regards,
Jeff
Logged
Kamos
Level 0
***


Hey.


View Profile WWW Email
« Reply #11 on: May 15, 2009, 03:15:18 PM »

Sure. Keep 'em coming.
Logged
Dr. Sleep
Level 0
**


Trust Me. I'm a Doctor.


View Profile
« Reply #12 on: May 16, 2009, 01:53:28 PM »

would you guys be interested in trying a newer version?

Uhm. . . yeah.

Duh.

Wink
Logged

Madcoder
Level 0
*


View Profile
« Reply #13 on: May 19, 2009, 09:12:07 AM »

Hi Guys,

I should have a new version up tonight.  I will post again we it gets uploaded.  I have a question for you guys that has come up often with other people and I'm not sure how to answer it.  Do you think the game needs to have an end game?  Right now you keep playing until you die while the game gets progressively harder.  I'm working on adding a internet high score table so you can see how you compare to other players, but I'm not sure that is enough.  Please let me know your thoughts.

Logged
Dr. Sleep
Level 0
**


Trust Me. I'm a Doctor.


View Profile
« Reply #14 on: May 19, 2009, 09:24:23 AM »

Do you think the game needs to have an end game?

I think it should be optional. Like when you start, it asks if you want to play "Quest" or "Endless" mode, or possibly something a touch less hackneyed.

Since the game is so goal-oriented as it stands, I think it'd be kinda cool to have a final big quest (or series of quests) that you have to complete. Of course at the same time, the nature of puzzle games is such that you're gonna want an opprotunity to run your score up without the onus of a certain series of events that's gonna end the game before you get every last point you can possibly get.
Logged

Kamos
Level 0
***


Hey.


View Profile WWW Email
« Reply #15 on: May 21, 2009, 07:55:36 AM »

I think it should be optional. Like when you start, it asks if you want to play "Quest" or "Endless" mode, or possibly something a touch less hackneyed.

I like this idea. I remember reading before that you can carry your inventory in between games... so it would fit the "quest" mode well.
Logged
Madcoder
Level 0
*


View Profile
« Reply #16 on: May 21, 2009, 09:04:01 AM »

Hi Guys,

Thanks for the feedback on the modes of play.  I'm trying think how I can make a quest mode that is not to hacky because I also really like the idea.  I put a new version up on the site which mainly contains more types of cards (different types of creatures for example).  There gui is pretty much the same for now...I'm still waiting on some new artwork to incorporate changes that were suggested.  Let me know what you think of the new cards/creatures...I've heard good things from my friends, but I'd be curious to see if you guys agreed. 

Sorry for the delay...I said I would put the new version up a couple of days ago but my FTP access from home is horrible.  I gave up after trying to upload the new install for a whole day.  Anyway I got it up there now via another network connection.
Logged
Pages: [1]
Print
Jump to:  

Theme orange-lt created by panic