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TIGSource ForumsDeveloperPlaytestingTunneller - Browser Puzzle Game
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TotalFluke
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« on: October 19, 2011, 03:41:58 PM »

Hi Everybody,

I'm looking for some feedback on a game prototype I've been working on.

It's a puzzle game about digging tunnels to evade enemies. As it stands at the moment it has seven puzzles, basic white label graphics and no sound. What I really want feedback on is the game mechanics.



The initial levels are very simple to help you understand the mechanics, levels 3 onwards start to require some thought. There's some hint text that pops up to give you a clue about what you need to do.

I've reached a point where I think this prototype can demonstrate what the basic mechanics are. What I want to know is if other people think they are worth developing further.

While feedback on the visual style and sounds is welcome, you should know that these have not received much consideration from myself yet and have not been the focus of the prototype.

Anyway here are the details...

Programming language: Java
System specs: low, I'm not sure how low, I would be interested to hear if anybody has any performance problems, but I don't expect you will.
Platform: Browser
Genre: Puzzle
Length: 5 - 10 mins
Link to game: http://www.potential-difference.co.uk/tunneller2/tunneller.html

I've a reasonably thick skin so don't hold back. Depending on the feedback I'll either develop this further or move onto a new project.

Thanks
« Last Edit: October 19, 2011, 05:53:50 PM by TotalFluke » Logged
JoeManaco
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« Reply #1 on: October 19, 2011, 06:33:34 PM »

I think the basic mechanic is quite nice, but you should improve it so it feels more smoother.

I think when executed right this could be turned into a nice, entertaining game.
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TotalFluke
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« Reply #2 on: October 20, 2011, 06:18:17 AM »

Thanks for the feedback Joe
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bome99
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« Reply #3 on: October 20, 2011, 06:43:20 AM »

Looks good.
It took me awhile to get how I should play the game, how to distract the enemies.
but when I got it, it was fun!
Think of making some power ups for the hero?

keep it up.
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TotalFluke
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« Reply #4 on: October 20, 2011, 07:02:39 AM »

Thanks bome99,

The initial communication of the mechanics is a big worry for me.

I don't want to remove the satisfaction of working it out yourself, but I also don't want people to just get frustrated and give up.

As far as power ups go I have some ideas. Obviously I would want to tip my hat to Pac Man and implement a power pill.
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bome99
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« Reply #5 on: October 20, 2011, 08:35:02 AM »

Maybe you could start first level with an enemy in a room above you. so you see that he follows your movement?

Powerpill is a GREAT idea!!
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