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Developer / Playtesting / Re: [Demo] Louis - My Very First Game =)
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on: May 27, 2014, 09:40:00 AM
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Really nice visually for a first game! Plays well. It was a little strange that the circular saws were behind the rocks, because that makes me think that they're in the background.... though I figured because of what they were that they weren't. I like that the game in general isn't too punishing. Nicely balanced.
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45
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Community / Townhall / Re: GoldBeard released in the play store
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on: April 27, 2014, 02:05:41 PM
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I'm enjoying it, the visuals and atmospheric sounds are really nice. I wish you would vary the jumping sound, though, even if slightly in pitch. Also it seems to kill you somewhat randomly—oh, I just realized level 7 has an insanely short timer. So this is where I'm giving up, but it had a nice look and feel, and the opening cut scene was well done and amusing. The jump felt a bit wobbly, not too smooth, but otherwise the movement felt solid. There were mostly pretty standard videogame elements and I didn't feel like I had to think much about how things interacted, such as how to get the block to land on the trigger. Maybe there are more puzzle-like elements after level 7, but it felt like the game traveled through mostly well-worn territory. It would be nice to see more variation on the standard spikes and falling things and item collection.
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Developer / Playtesting / Re: Road Warriors: Biker Brawl (HTML5)
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on: March 28, 2014, 07:40:27 AM
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Hi, it looks good, nice visuals and sound. It takes a long time to go from the title screen to menu, so it feels like it doesn't work at first, but eventually worked fine on both Safari and Chrome for Mac. I really didn't like the control layout... it would make sense for behind the bike facing forward, but not for side-scrolling. If I'm punching up and down, why are the punch keys to the left and right of each other, it makes no sense. I would have much preferred to use arrow keys and something like A/Z. Otherwise it has a nice feel to it and would love to play it longer when I don't have to concentrate so much on controls that feel unnatural to me.
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47
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Community / Townhall / Re: Plunder Peril - My (free) top-down scroller arcade game!
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on: March 20, 2014, 04:21:18 PM
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It's a cute game. I'm not sure how I feel about the controls yet. The fact that you have to touch exactly where you want him to go rather than just shifting left and right is interesting, and I imagine it could be faster if you get used to it... but so far I'm wishing for the incremental left/right. It's also pretty difficult to judge which type of jump you should use, it took me a while to figure out that I was supposed to jump lower to get through holes which are hard to see. Maybe a more intuitive jump layout wouldn't be putting the two different jumps to the left and right to each other, but putting one above the other... then you'd have to think less about which one made you jump higher (or at least spend less time double-checking the symbols).
Nice music, though, I'll give it another go.
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48
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Community / Townhall / Re: Red goddess, a psychological action/adventure game
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on: March 13, 2014, 03:22:40 PM
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This looks really nice and polished. It wasn't clear to me what the major difference was in entering someone else's mind, at least visually—I guess I expected a hugely-different alternate world as in Psychonauts.... I noticed the hue and framing change, but not much else. Maybe it should feel more drastic? Either way, great environments.
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Community / Townhall / Re: Into the Box (psychedelic chip-tuned dizzy game)
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on: February 27, 2014, 07:42:23 AM
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Yeah I really enjoyed this, it was pretty easy to figure out the gameplay without knowing anything. I'd pay for something like this if it had some more variation (and actually probably even if it didn't).
There's something that doesn't feel right to me about the way the difficulty scales up or you lose... I guess when I start to get off track I don't have a strong enough sense that something bad is about to happen... maybe some kind of audio or visual feedback the farther off the square you get? I mean it's obvious how you lose, but there's no real negative (or even positive) feedback aside from continuing gameplay or not.
But then again I noticed the comparisons to Super Hexagon, and those kinds of games don't give you a little audio reward every time you make it through one of the obstacles... but in this game since you're trying to enter something rather than avoid, and because it can often go off screen and get lost before you pass it by, maybe there should be some kind of audio feedback when you start getting farther away from the box.
Just my thoughts.
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Developer / Playtesting / Re: Anticlon (iOS / Android puzzle game)
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on: May 11, 2012, 05:40:42 PM
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I had a great time with this. At times I thought there might be a saddle point, and the same strategy worked over and over. But there were still plenty of times that I got stuck. My only complaint is the same for all iOS games... I wish full versions knew where you left off in the lite version  Enjoyed the music!
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Developer / Playtesting / Re: HTML 5 Website with parallax background.
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on: March 20, 2012, 08:44:22 AM
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The monster was pretty obviously clickable to me, at least knowing going in that it was someone's website. And I think if anyone is confused that would be the first thing they try anyway, since it's so foreground. I liked not being told expressly what to do.
I also like the fact that it's over to the left. No need to center everything.
The issues I had were with clicking "games", I got two reviews but it took me a while to discern which game it was talking about, if it was one or two games. If you had the two reviews, then below them a link to the game title specifically it would help. Also, it's just one game, right? but it says games...
Under research, the only way it seems to scroll through the text appears to be to click and drag/highlight. No scroll bar, nothing happens using the scroll wheel. This is using Safari.
Otherwise, love the design/layout.
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Developer / Playtesting / Re: Jellynauts (Going Stars' first game)
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on: October 22, 2011, 02:41:30 PM
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Yeah, halfway through the first flying head fight I realized the game felt weirdly minimal. Then when I realized it was a series of heads (notice that I didn't read much of the post), it was pretty hilarious. I love the drawing style.
2nd play, I made it to the guy who was dropping kidneys. The extra lives were a good addition, although a continue point might have also been nice. The bombs that turn into four indestructible balls when you shoot them were a nice, sadistic touch.
I did agree, though, that it felt like the first few enemies took a bit too long, and the back and forth movement could be broken up a bit.
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Community / Townhall / Sound Swallower
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on: October 20, 2011, 09:36:00 AM
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Has been up in the app store for a little while now, I just never got around to posting it: http://itunes.apple.com/app/sound-swallower/id457718382?mt=8Explore a hidden sonic environment outdoors using your device's GPS and built-in microphone. Avoid the Sound Swallower.
Thomas Edison believed that “sounds may linger as elusive auditory ghosts - physical clutter or memory residue that can be accessed by recording technology. . . .” - David Toop, Sinister Resonances
In this game, your goal is to run and collect fragments of your environment's auditory history before it is erased. 
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Developer / Playtesting / Re: Hadegonia (action-puzzler horror platformer)
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on: July 05, 2011, 06:42:17 PM
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Nice atmosphere, great music. I got a bit tired of getting stuck and having to wait to die when I accidentally pushed all of my crates onto the ground (particularly the "friend" level). Then I realized that I could use the mouse to stack them. Was this intentional? I enjoyed the lion boss, creepy and had an interesting win strategy. How about a pause button (I'm listening to the character die over and over again as I write this...).
I like the fact that you based it on your own out-of-body experience, but many of the elements of the game (moving of boxes...) are so standard in platformers that it didn't feel very personal, I didn't really feel like I was getting much of your experience, aside from a few narrative interjections. What aspects are directly taken from your experience? Are they more narrative elements or are there actions that the player is performing that you did while you were OOB?
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