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1411316 Posts in 69331 Topics- by 58383 Members - Latest Member: Unicorling

April 03, 2024, 05:02:50 AM

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61  Developer / Playtesting / Re: Sen -- tutorial feedback on: June 23, 2011, 07:28:40 AM
I also really enjoyed the random music making.  I wasn't that interested in the matching aspect... make one side entirely one color and the other the other?  Maybe I didn't understand, but it seemed like it would be making it less "unique", not more...
I liked how you were shooting the sounds onto the record-like thing, and think it may be interesting if they were more the side-effects of shooting at something else rather than the goal in and of itself.
The musical play was great, but matching, for me, is a bit uninspiring.
62  Developer / Playtesting / Re: Duck It! HTML5 pixel-barfing platformer made in 45hrs on: May 12, 2011, 01:16:54 PM
Tough!  If you were going for masocore, I think you succeeded.  It did seem like a for few of the horizontal spikes, if you land on top of the bricks they are coming out of, you still die.  I stopped halfway through level 2, and I think keeping them short like the first level would be great.  I did enjoy it, though.
63  Developer / Playtesting / Re: WanderPets: a GPS-enabled iPhone game on: May 12, 2011, 01:06:19 PM
I love the weird creepiness of the toothy white pet.  I actually prefer it to the blue one, but it is a bit odd contrasted with the rest of the game.  There's nothing else in your graphics that feel as dark or alien.  Honestly, if some the rest of your graphics leaned more toward that, it would be great.
64  Developer / Playtesting / Re: Soul Brother [RELEASED!] on: April 26, 2011, 09:32:58 AM
I really enjoyed it.  The death/reincarnation mechanic at first reminded me too much of Psychosomnium, but it seems to go in a bit of a different direction.
65  Developer / Playtesting / Re: Sein - Quick Feedback Session on: March 08, 2011, 01:39:24 PM
I am enjoying the visual effects, too, but the light in the graphics test level is a bit blinding (cool for a while, then irritating).  Maybe it's an effect that you're planning on calibrating, but it would be interesting to feel like being blinded was part of the gameplay!  I ended up falling endlessly at the end of this level.

Gravity level:  climbed up a high wall and then my character disappeared.  But the absolute controls were not confusing (at least from the perspective of someone using a keyboard). 

Horu temple took a long time to fade in, and I missed a lot of the text.  I'm using a 4-year-old iMac, though, so I'm surprised it runs as fast as it does.  Died at a seemingly-insurmountable chasm.

Love the perspective skewing of the Lost Shadow level.  OK, neat, I just noticed I'm controlling two different characters.  Unfortunately one keeps running ahead and going offscreen.  Figured out that I need to sometimes block one while the other catches up.  Made it quite a bit farther in this one without disappearing or dying.
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