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877241 Posts in 32852 Topics- by 24294 Members - Latest Member: RopeDrink

May 18, 2013, 11:21:24 PM
TIGSource ForumsDeveloperFeedbackMini Quests (a tiny isometric adventure)
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Charmeleon
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« Reply #30 on: February 26, 2012, 10:07:25 AM »

No problem!

And thanks for pointing that out about my links  Embarrassed
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Glyph
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« Reply #31 on: February 26, 2012, 10:48:29 AM »

This was cool. I didn't have any of the aforementioned qualms with it, and I thought the level design was great. I hope you keep making more dungeons! Gentleman
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Franklins Ghost
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« Reply #32 on: February 26, 2012, 06:19:02 PM »

This was cool. I didn't have any of the aforementioned qualms with it, and I thought the level design was great. I hope you keep making more dungeons! Gentleman

I felt the same.
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yesfish
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« Reply #33 on: February 27, 2012, 08:22:26 AM »

I enjoyed this game, I couldn't stop playing until I finished both the dungeons. I liked the pacing and the pixel graphics (normally I don't like low-res for the sake of low-res)
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bugninja
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« Reply #34 on: February 28, 2012, 02:58:03 PM »

Played GREAT on my Galaxy Tap 7" tho I wish I could try it on a smaller screen because the pixels did seem ... well ... huge.  But that's part of the art style, so I can't really complain there.

What a fun game.  It jumps right in, and the tutorial was perfect in my opinion.  I was off and running instantly.

Are you thinking of creating a bunch of other levels that can be purchased in the Market?  Is it coming to iOS?

My only criticism of the game might be the controls - but only because I was on a tablet.  If on my phone, I think they would be quite easy, but on the tab, my thumbs don't reach to the top left of the screen easily and I found myself reaching over the viewable area.  I only have the tablet for Android games, so I wasn't able to try it another way. ( Hence my hope that it comes to iPhone Smiley )

My only other real criticism doesn't even have to do with the game, but of your description of the game in the Android Market.

There is a lot of programmer speak, and only the first sentence really "sells" me on downloading the game.  I think more people would download if you added some fluff to the description, told us a story that makes us want to jump in.

But that's just nit-picky stuff, I love it!
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« Reply #35 on: February 29, 2012, 10:58:19 AM »

Played GREAT on my Galaxy Tap 7" tho I wish I could try it on a smaller screen because the pixels did seem ... well ... huge.

Thanks bugninja!

You're right, tablets aren't the ideal way to play.  I did think about putting a limit on what screen size the game would run on (which I think Android Market lets you do) but it seems better to let people decide for themselves whether the game's playable on their device.

Quote
Are you thinking of creating a bunch of other levels that can be purchased in the Market?
The thought hadn't even occurred to me - that's how much of a business brain I've got Tongue.

I'll keep making levels because I enjoy making them.  To be honest, I can't imagine a 'niche' game like this ever being popular enough to make money.

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Is it coming to iOS?
Sorry.  Code's in the wrong language for that.

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My only other real criticism doesn't even have to do with the game, but of your description of the game in the Android Market.
Good call!  It hadn't occurred to me how that came across.  Thanks for mentioning it! Beer!

I'll have a go at re-working the description.  (I'm a bit worried about over-selling the game though.  From what I've seen "mainstream" players are less than impressed by it, and I suspect I'll start racking up a lot of one-star reviews if I make it sound too much like the new Angry Birds.)

Cheers,
Simon
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beto
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« Reply #36 on: February 29, 2012, 11:01:34 AM »

Played on the browser (5x) and finished both dungeons.
I enjoyed it a lot! I said to myself I'd play it by the time I get home, but I started playing after worktime and couldn't stop!

I found the Lonely Tower (the entrance to the dungeon is quite charming and added a nice tone of Zelda to it all) to be more challenging than the Dragon Temple.
On the Dragon Temple things seemed to be more straight forward, even the dungeon boss. Perhaps if you added more "puzzling" puzzles to the movement related stuff (that's how I considered this dungeon to be) it would be better...

I really liked the way you developed spatial oriented puzzles!
If you're not very busy I'd like to talk to you about puzzle development... I'm having some troubles related to designing puzzles. It would be awesome if you could shed me a light on it! (PM me if you will)
=)
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RedHickory
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« Reply #37 on: February 29, 2012, 02:27:09 PM »

Really like the concept and I was surprised by how much life you packed into such low resolution.  Still, the controls were just too clunky for me.  I played through the tower until I just couldn't stand moving the wrong way over and over again because the controls are so un-intuitive.  I wish I had a suggestion as to how to improve the controls, but isometric movement with a keyboard is just a pain.
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ryansumo
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« Reply #38 on: February 29, 2012, 08:37:00 PM »

It's super cute and a testament to what you can do with a limited amount of screen space.  I had to stop after a while though because it was hurting my eyes.  Also, playing on a PC i was always confused about the direction the arrow keys would send me. Smiley
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dishmoth
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« Reply #39 on: May 16, 2013, 11:48:51 AM »

Time passes...

Update!  I'm almost ready to add a new dungeon to Mini Quests!  If you're willing to try out the imaginatively named "Dungeon #3" for me, then go here.  I'm currently trying to balance the dungeon's difficulty level, so any feedback would be gratefully received.

The full game (so far) is available as an applet and on Android.

Cheers,
Simon
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Glyph
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« Reply #40 on: May 16, 2013, 03:48:32 PM »

Good stuff, as ever! I got caught up in two areas: the second room and the room with three monsters running in a circle. The second room should have been easier to understand, I just missed it. The room with the circling monsters might have been glitched a little, but it was a good concept. I think it would be more intuitive if one hit froze a monster and the next unfroze it, so you didn't have to rely on arbitrary timing.
Anyway, keep up the good work  Wink
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dishmoth
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« Reply #41 on: May 17, 2013, 12:43:59 PM »

Thanks Glyph! (Again!)

I got caught up in two areas: the second room and the room with three monsters running in a circle. The second room should have been easier to understand, I just missed it.

The second room's odd like that.  Some people work it out immediately.  Others get stuck there for hours and hours and hours.

If too many people struggle with it, I'll try to make the puzzle a bit more obvious.

Quote
The room with the circling monsters might have been glitched a little, but it was a good concept. I think it would be more intuitive if one hit froze a monster and the next unfroze it, so you didn't have to rely on arbitrary timing.

That's a good thought.  I'll give that a go if too many people find that room frustrating.  (My tactic for the room is to just keep shooting the monsters I want to keep frozen.)

(I'm guessing that the 'glitch' is the monsters slowing down when they turn corners, and being caught up by the monster behind.  It's the 'correct' behaviour, but it does catch you out sometimes.)

Cheers,
Simon
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SirNiko
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« Reply #42 on: Today at 08:50:04 AM »

I beat the third dungeon with a hero rating of two. I died a lot.

I got stuck for a bit in the part where you first have to activate the colored paths. I found the room with the "Fountain" and after a little while figured out I had to kill colored monsters to score three hits in a row. After that happened, I wandered around for a while in those rooms until I eventually figured out you have to fill in the path. I think it would have been better if there was one more room in that section to clearly indicate you need to start highlighting the path, using a dead-end so the player can't exit the room until they figure it out.

Once I figured out the path thing the rest of the level went smoothly. I liked how the path mechanic varied as you went along.

The boss took a few tries, since it wasn't clear how it was deciding where to move. Eventually I figured out it moves in a straight line until it hits a wall, then it moves towards your current position, but it took some trial and error to get that. Two hits was about right given the difficulty.

I'm disappointed there isn't an exterior part of the dungeon like in the first dungeon. Even if there's no puzzle to solve to get in, I like that extra step of transition from the overworld to the dungeon interior.
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