Wow, thankyou - that has to be the single best piece of feedback we've received so far! I'll give Microbial a download now, it looks pretty fun :D This is the first and probably last game we'll be doing in XNA. We're moving on to a custom C++ DX/GL engine for our next titles
Yes, we felt we had to allow resolution changing on the fly as the game does use a bit of GPU juice as all the glow etc is done in realtime, it does work Ok with the HD3000 providing you're willing to scale back a bit as you did
(If you're running the Nvidia/HD3000 optimus thing like I am, it's worth making sure this game is ran on the Nvidia via the control panel, the game is shader heavy and shaders are pretty sluggish on HD3000's. I just have my laptop set to run everything on the Nvidia)
It's a custom engine we made, it's basically a 3D game rendered using an orthographic projection matrix. We figured it's easier to design levels in a modelling tool and allows us to have huge levels without worrying about tiling or texture sizes etc. We're also much better with 3D modelling so it was easier for us to get up and running to begin with rather than trying to figure out photoshop or gimp!
I'm glad you enjoyed the demo though, we have made the game intentionally tough, in fact some are even referring to it as a rage game which is a title I'm willing to go along with!
I agree with all your feedback and will certainly be taking it on board, the game is a lot more mature than it was when we released the demo a couple of months ago and I do think the full version will already have addressed some of the issues you pointed out
Regarding your gameplay comments:-
1.) I'll give a minimap some serious thought, it's a bit late at this stage to change some of the level designs and some do have alternate routes. They are always in place with reason however, some allow you to collect powerups and others are easy but more long winded while others are short and hard. I'm hoping people will come back and play around trying alternative paths when they are looking to get better scores to unlock extra game content etc.
2.) The checkpoint issue is sorted now, I noticed this from watching people play in YouTube videos, it took some people a while to realise what they are.
3.) We aren't going to allow change of rotation direction on the fly as it can quite easily be abused but we have strategically placed powerups that change direction for you to allow passage of certain puzzles etc.
4.) Thanks - I'll look into this, setting checkpoints is too close to an object is problematic and we allowed it to happen as a bit of a punishment that teaches you not to do it again. I don't want to deter people from playing though if that's the effect it has.
5.) The difficulty is intentional, however I will agree that maybe it is a little too much for the demo. I'll address this issue in the demo that accompanies the full release
6.) Same as 5 really, I'll change out some of the harder levels for easier ones in the full demo
I agree though, it's pretty easy to think everyone will be able to play your own game as well as yourself. We have had a few playtests but they are all good gamers so they got the game pretty quickly. I might see if I can canvas some random people to come and have a go and I'll watch them play
7.) We have powerups:- rotation inverters, shrinkers, unlockables and things such as switches and keys etc to make puzzles in levels. The full game is way more advanced than this demo. We'll show some of this stuff off in the full demo for sure!
Thanks for playing the demo and taking the time to give me such valuable feedback, it is much appreciated. If you ever want any feedback on your own stuff feel free to give me a shout! In fact I just noticed your post about your game so I shall get a copy and have a play of it, I'll post some feedback in your thread when I'm done