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TIGSource ForumsCommunityTownhallNew Game: Rocket Pop
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failrate
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« on: December 23, 2011, 10:15:30 PM »

I just finished up my game Rocket Pop http://www.kongregate.com/games/failrate/rocket-pop.  It's so indie that I couldn't even get a sponsor.  If you like it, I hope you tell a friend.  If you play it and don't like it, I'd like to know why in the comments.

Thanks.

« Last Edit: January 10, 2012, 11:50:59 PM by failrate » Logged
CowBoyDan
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« Reply #1 on: December 23, 2011, 10:31:04 PM »

I like the game play, but I think the level progression/lives is a little off.  I keep thinking "peggle".   Its your game.. but I would do X lives per level, if you fail you just reattempt that level until you beat it and progress to the next level.  Ala, peggle.
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Dugan
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« Reply #2 on: December 24, 2011, 05:04:03 AM »

nice and jolly game, but I keep finding myself frustrated by not being able to control the bar at the bottom (that bounced the rocket back up).
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failrate
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« Reply #3 on: December 28, 2011, 10:31:37 AM »

@CowBoyDan:  I might try that.  I think the real problem might be that some of the early levels are too hard.

@Dugan:  The original design didn't even have the Goalie in it.  It was added on suggestion of the artist Matt Cox.  I liked the idea, because it usually prevents you from a completely scoreless life.  I don't want the Goalie to be controlled by the player, because I feel that it just turns it into a poor version of Breakout.

Thanks for the feedback.
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Morroque
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« Reply #4 on: January 01, 2012, 12:09:28 AM »

I tried this game out earlier this week, and while doing so I managed to get one of the high scores for the day. I found it to be very interesting as a sort of Pachinko game. If you're looking at any graphical improvements for this game in the future, I think it could benefit from some "space casino" aesthetics. (Which it already has to some degree, but it could be brought more into the forefront.)

However, since I am a player who takes to video games the same way he would take to a book or a novel, I found myself sort of wishing for a little more control than just a regular casino game. Maybe you could gain some sort of geometric benefit to it if upon launching the rockets, there was a type of aiming guide that would show the route the ship would go for the first few ricochets? Doing it that way would gain a type of strategy to the game that would be similar to the geometry in billiards or mini golf.

One thing I think is absolutely needed is a display that will numerically tell you how many points you need to clear the stage. The gauge you already have is only really effective after I've already wasted a test shot to see how much more I need.

Those are my two cents. It's still a very fun little ditty to try out.
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failrate
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« Reply #5 on: January 01, 2012, 05:29:43 PM »

>> some "space casino" aesthetics
Probably more in that direction for a remake or sequel, yeah.  A friend gave me most of the art, and I filled in the rest.  If this game ever gets sponsored or makes enough on portals, then I might hire someone to do another pass on art.  We'll see.

>> I found myself sort of wishing for a little more control than just a regular casino game.
Well, once you're in the air, you can press the mouse button again to propel your rocket.  This takes some practice to get good at, and worst of all, it seems like I don't make it clear that it's even possible.

>> type of aiming guide that would show the route the ship would go for the first few ricochets?
Considered that.  Will probably add it if I make a remake or sequel.

>> display that will numerically tell you how many points you need to clear the stage.
That's a good idea that I hadn't thought of.  I'll see if I can work that in without breaking any layout.


Thanks for all of your comments and feedback.  Very helpful.  I hope that you also rated the game on kongregate.  That's also a big help.
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failrate
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« Reply #6 on: January 07, 2012, 12:58:38 PM »

So, I added a numerical display for the goal score, revamped the ui color scheme, mochi'ed it, and tweaked the in-game mouse cursor to try to point out to people that they should use the mouse button to fire rockets.  I thinks that's about all the work I'm going to put into her.  Moving on to the next project.
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