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1411126 Posts in 69302 Topics- by 58376 Members - Latest Member: TitanicEnterprises

March 13, 2024, 02:07:37 PM

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21  Player / Games / Re: Games you can't remember the names of on: March 21, 2012, 04:10:23 PM
That's it, thanks. I found it a few hours after I posted that, but I was too lazy to come back here and say anything. Having fun with the game.
22  Player / Games / Re: Underrated Indie Games II [Under the Radar] on: March 17, 2012, 02:06:49 PM
Love this thread.
23  Player / Games / Re: What happened to dj moonshine/jinxtengu/Jacob Buczynski? on: March 17, 2012, 01:29:44 PM
Jacob, make another website already. What have you been doing? I want to play your old games (and your new games). I especially want to play the arena shooter where everything you shoot starts mutating and growing bigger, blotting out the whole screen.
24  Player / Games / Re: Games you can't remember the names of on: March 17, 2012, 01:27:29 PM
I'm looking for a space invaders-style tower defense game. It's all controlled by mouse and it has somewhat simple bitmap graphics.

The game was made by a guy who has entered a few compos (ludum dare?), but he's probably more well known for being very prolific at making games on a website that looks like it's designed for kids. He's made several cheesy-looking platformers. He might have a forum where 13 year olds talk about about game development. He's like unintentional trainwreck material segueing into Leon Arnott levels of ludic experimentation.

Does this sound familiar?
25  Developer / Playtesting / Re: Cat Show on: February 03, 2012, 06:47:29 PM
This game is so awesome. I've only gotten two of the endings, though. Still trying to get first place.
26  Developer / Playtesting / Re: [LD22] Brains!!! on: January 08, 2012, 11:18:58 AM
Oh, procedural generation. I dunno. Even with procedural generation I think you could add more variety every few levels, although I admit it will be much harder to do.
27  Developer / Playtesting / Re: [LD22] Brains!!! on: January 08, 2012, 11:16:22 AM
I had fun with it until about level four or five, when picking off the remaining 80 or 60 zombies became a chore. I didn't mind as much as the other guy that you could only shoot in one direction. It adds tension to the game and it's "realistic."  I died on level six and didn't particularly mind dying because the game experience was pretty much the same on each level: I avoided zombies long enough to corral them and then I picked them off when they were in a huge group. The only level out of five this didn't happen on is level three, I think.

Sometimes while I was shooting my character would get locked into going straight in one direction. It would help if it were easier to move fluidly while shooting.

You have to listen to the shooting sound through out the entire game, so make it lower pitched and quieter and just all around less annoying.

I like the graphics and I think you've got a seed of a fun arena shooter happening here. Maybe try different zombie movements, as the other guy said, and try different kinds of levels, in terms of layout and look. I also liked the way you do health, the way the brain counter goes down and up very rapidly, and I like the yellow handwriting telling you you've won or lost.
28  Developer / Playtesting / Re: Treasure Adventure Game - Exploration Platformer on: November 27, 2011, 02:49:12 PM
Yeah, I read that they do.
29  Developer / Playtesting / Re: Northern Retreat on: November 26, 2011, 04:16:54 PM
I got to level four and really enjoyed it (and I also liked the boss on level three). This game really does have a lot of looking for cover and finding the best route, despite what I said. Consider a checkpoint halfway through a level to make it less frustrating when you die on a boss. Maybe you can make some adjustment to make that more fair, although I can't say I've ever made it to a boss without being able to fill up all my life and ammo first.
30  Developer / Playtesting / Re: Northern Retreat on: November 26, 2011, 03:53:36 PM
This game is really fun, but the first two levels are too easy. I think the firing rate and bullet speed of enemies needs to be a little faster in the first couple of levels, and there need to be fewer pick-ups for grenades, rockets, and health.

The third level is where it started to get harder, meaning it also got more fun

Think about ways to make the game more puzzle-y. As it is, I just run around and shoot, which is satisfying, but it'd be fun if were more about finding cover and escape routes when numbers become overwhelming. One of my favorite run-and-gun games as a kid was Rolling Thunder, and this was because of how methodical and cool-headed it felt to shoot, jump, and duck in that game. The fun was half in the twitchiness, half in the planning and level memorizing.

What about using rockets to turn walls into half walls and trees into stumps? What about adding a crouch?

I like the game pretty well as it is. If you make just one improvement, make it a little harder.
31  Developer / Playtesting / Re: Untitled First Person Adventure Game (mobile) on: November 08, 2011, 04:24:57 PM
Keep it creepy!
32  Community / Townhall / Re: Ragmeg Alleycat [action/dodging] on: October 31, 2011, 07:30:17 PM
It wasn't just the challenge of the cops that I disliked, it was also that they made so much noise right in the beginning of the game, and it seems kind of illogical to see one cop after another riding up behind a bicyclist. Is there something about skitching that makes cops go away? The division between riding near a car and hitting it was very ambiguous for me. I think it was clearer for other obstacles, though.

I don't mean to nitpick. I think the game is very fun!
33  Community / Townhall / Re: Ragmeg Alleycat [action/dodging] on: October 30, 2011, 01:10:09 PM
This is really fun, but the cops appear too much. It's nice to just relax a bit between challenges. Riding fixed doesn't seem to add any challenge, though. Is it supposed to? Maybe I haven't advanced far enough where braking and turning at the same time is something I do regularly.
34  Developer / Playtesting / Re: The Inverse Man on: October 09, 2011, 01:37:07 PM
I really liked this game. The writing between levels wasn't bad. I read it all. You should definitely make more levels!
35  Developer / Playtesting / Re: DD Racing [HTML5] on: October 07, 2011, 11:23:29 AM
It didn't work on opera for me either. The sides of the track are too sticky and the AI is too static. The cars are either firmly behind me or creating a bottleneck in front of me. They don't waver at all. I don't think anyone wants to race a perfect race in a game such as this? There's no incentive in terms of fun or track variety or any other kind of reward a game might offer.

It was kind of fun in a super speed/super off road kind of way, but only for about five minutes, and I know I'll never play again. You should reconsider what you said about it being "pretty much finished"! It's not a good attitude to take.
36  Developer / Playtesting / Re: Compound Dwellers on: October 07, 2011, 11:11:49 AM
The splash screen music your brother did is pretty cool. I looked at your original post and you said something about compound reactions. I think this is a good idea; everytime you create a compound there could be some kind of "reaction" from the compound, or there could be a story screen that talked about the compound.

Are the levels random? I have trouble beating the acetate level.
37  Developer / Playtesting / Re: Compound Dwellers on: October 07, 2011, 11:09:14 AM
I played your game. I downloaded it and saw that there wasn't an executable, so I went back to your original message and was reminded that it's for the byond platform, although I didn't know what that is. I googled "byond," downloaded it, and registered. For some reason the byond installer downloads faster than your game. No biggie. Registration was a pain in the butt. I'd rather not do it.

The game is kind of like an astroids clone, except you don't get hurt by the stuff floating around and you have to shoot atoms to make compounds, like H20 and C02. If the wrong atom you can't unshoot it and have to wait for the round to end.

I saw that there was text explaining the story or maybe some background information, but the text was too small and there was too much of it. If you want to make an edutainment title, make your text readable, succinct and informative, even if it can't be entertaining or funny (and it could be!). Include information between rounds, to reinforce what the player is learning (the composition of compounds).

The game might be more fun if the flying physics were looser, and maybe if the avatar and the atoms were bigger, causing the screen to be a little more chaotic, like bumper cars. You might also include different backgrounds besides the space background and some story screens between rounds, maybe with a very simple progressing story, some funny characters, and a fact or two between each round. Also, if you really do want to make an edutainment title, perhaps make the game less about winning or losing.

Is byond something that people use in the classroom? Who is its audience? Your game might be (or might not be?) more accessible if it were just a simple standalone executable. If you're just starting out as a game programmer, there are other developer's tools for beginners that could help you. The people on these forums know all about them, so just ask.

A few miscellaneous notes:

I didn't mind that the player character was just a head in a box. It looks cool. The atoms for the compound look boring, though, and some of them are hard to read. The game would benefit from (non-annoying) sound effects, and maybe music. I had to click about 5 different permissions boxes every time I ran the game. Maybe there could be actual compound dwellers? If there are story screens and I just didn't get far enough to see them, maybe make more.
38  Developer / Playtesting / Re: Super big gun adventure level creator (8 bit shooter level creator) on: September 18, 2011, 01:55:06 AM
Super Big Gun was cool. Level editors are cool, but you should make a new game, too. Maybe join a short compo, like a weekend compo. Or you should do the next klik of the month. 2 hours to make a game might give you a kick in the butt to make something.
39  Developer / Playtesting / Re: DAI (a bee game) on: September 18, 2011, 01:53:04 AM
I got the shirt, but I had so many things that it wasn't visible in my inventory. I think. Then I pressed a button that made the game reset. I didn't want to start over.
40  Developer / Playtesting / Re: Hanano Puzzle (retro styled puzzle game) on: September 18, 2011, 12:12:40 AM
There's nothing wrong with the translation. Those sentences would sound fine to any native English speaker.
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