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Community / Townhall / Re: Temple of the Abyssal Winds Chapter 3
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on: August 21, 2015, 04:54:23 PM
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The game is interesting so far. The UI is pretty solid. The audio seems like it could use work. The loud clanking sound for every menu choice is driving me nuts. The only other sound so far, the walking, is so much quieter. I would love to hear some ambient sound in the building (wind whistling through walls?). I did notice there was some eventually outside. It was also really hard to see the door when leaving the first room, as it was so dark. My character also sometimes got stuck in a walk cycle, running back and forth to each side of the cabinet after I clicked on it. I look forward to exploring more!
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23
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Developer / Playtesting / Re: Ultimate Chicken Horse!
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on: May 06, 2015, 05:08:34 PM
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Hi! I played it by myself since there's no one here with me at the moment, but I may try it with a second player later. One thing I noticed was that the window about the "shared controller couch" didn't show up until I had already found the couch and chosen the second player. It would be better if something told me about the couch right after choosing the first player, since the couch is a bit off screen. Then I put the second player on the couch, and it wouldn't let me start or choose a level. So I put a third player on the couch... then I realized that if you're playing with two players, the second player doesn't go on the couch, but instead chooses the level. I figured it out, but it was a little confusing. Otherwise I love using the characters to make the selections!
I'm really enjoying this game and will check out the Kickstarter. I'm wondering, though: it only seems to be rewarding a character when one of the players dies during a race. There doesn't seem to be any racing or timing element, or if there is, it doesn't result in a check. Considering how many of the items just slow you down instead of killing you, it seems like the racing against each other's time aspect should be there as well.
Although I like the racing visuals, I'm not totally sold on the style of the obstacle creation, the washed-out sketchiness. The inventory objects could each stand out a bit more.
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25
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Developer / Playtesting / Re: X Caeli - RPG/Arcade/Logic hybrid
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on: May 05, 2015, 12:10:23 PM
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I can't play the demo, but the video does look like pretty standard Space Invaders stuff with pretty graphics. I'm reading about the gameplay and it sounds interesting, but the video doesn't really communicate it. Maybe some narration talking about what's going on?
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27
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Developer / Playtesting / Re: iCat
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on: May 05, 2015, 11:55:37 AM
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Looks like a good start! There wasn't that much incentive to click him, since it doesn't sound like the game goes anywhere. In fact, since it sound like the only thing he does is die, that's a reverse incentive! Also, when I accidentally clicked to change his name and hit cancel, it changed his name to "null".
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28
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Developer / Playtesting / Re: Manifest: Procedural Story-Telling Game
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on: May 05, 2015, 11:47:30 AM
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This is an interesting concept, there is something satisfying about seeing your choices turned into words in a book. Have you thought about giving the player choices that don't have as literal of a connection to what ends up in the book? Each of the choices I was presented with were the actual words that would end up in the book, but what if there player had the option of doing something in that corner where we choose words, and then doing that thing gets turned into words? Or clicking on pictures instead of words, so then we're surprised by the interpretation that the writer has for our choices?
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33
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Developer / Playtesting / Re: Happy Puppy free on app store
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on: August 14, 2014, 03:52:48 PM
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This game's somewhat amusing. Here is some feedback: - The graphics looked very pixelated on a retina display (and it looks like you're going for smooth and cartoony).
- I wish there was a smoother transition between lanes instead of jumping from one to another.
- If I switch lanes before the truck has totally passed, I go through the back of it. Granted, it would be frustrating if this were a hit, but it looks like a glitch. If you fix this you may have to make more space between trucks.
I liked the bicycle! It wasn't apparent exactly what it did, but I enjoyed riding it. Is there more variety later on?
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34
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Developer / Playtesting / Re: VIDdEO
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on: August 14, 2014, 03:44:12 PM
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Really loved the look and transitions. Unfortunately my gamepad was misbehaving and I don't have a number pad, so I wasn't able to do much more than move around.
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38
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Developer / Playtesting / Re: Animal Kingdom - Introducing Comatose
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on: July 14, 2014, 05:34:39 PM
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I'm impressed with what you've accomplished in one month! I agree with Quicksand-S that the trailer doesn't give much of an idea what the game is about or its mechanics, just the tone. I wonder if you could put a few more flashes of text in there. What caught my eye from your description were 100 randomly-generated events (are these quicktime events?), and the non-linear "wormholes"... those sound pretty intriguing. Also 30-60 seconds might be a better length for a trailer at this point.
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39
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Developer / Playtesting / Re: StarTyper
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on: June 26, 2014, 05:38:33 PM
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I like the idea of typing flying words (started on Master level, the words were fairly easy for me). There were a few problems, most of them pretty major:
- Their were spaceships with the words "Again" and "And". I started to type the word "Again", but realized that ship wasn't selected, the word with "And" was, so I switched to spelling that out. How was I supposed to know this was the first one to start with? There's no indication. And why am I not allowed to shoot the one I want to first? If "Again" is on the screen, and I try to type it, it should be affected.
- The tiny ships... I couldn't tell if they had "l" or "1" or "|"... it wasn't until I lost the level that I realized they were capital I's! That wasn't exactly testing my typing skills.
- The words are really repetitive. Do I really need to type the words "and" and "again" 20 times on the Master level?
Although I think it needs some major work, it does seem like a fertile concept. I hope you keep working on it.
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Developer / Playtesting / Re: Grand Master my first video game, beta starting now on PC!
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on: June 18, 2014, 04:30:27 PM
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I tried to play but I don't think anyone else was online. Is there a solo version? So far looks graphically impressive. I imagine it's tough to get an online multiplayer game off the ground.... maybe if there was an AI competitor that kicked in after waiting for another player for a certain amount of time? Could it alternately be played by two people at the same computer?
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