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1411364 Posts in 69351 Topics- by 58404 Members - Latest Member: Green Matrix

April 13, 2024, 01:14:21 AM

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21  Developer / Playtesting / Re: Whisper When You Shout on: January 24, 2013, 03:30:38 PM
What is this trying to convey exactly? because if its boredom, frustration, and apathy you nailed it.

The gameplay is sluggish, slippery, and static. The graphics are dull and boring. The concept is uninteresting, and the whole thing reeks of laziness.

This is a game made by someone who played an art game once and wanted a piece of the action. Here's a tip. If you want to make a game about something. Vague text isn't going to do it. Some actual content reflecting the ideas within the game would be nice. (or content at all for that matter.)
22  Developer / Playtesting / Re: Test My New Game on: January 22, 2013, 10:36:12 AM
I'm a sucker for asteroids controls, so I love it in that regard. what I think you should focus on now is coming up with some more gameplay mechanics. Something to separate this game from the many others like it.

Also sound, music, particle effects, all the little stuff. That goes without saying though.
23  Developer / Playtesting / Re: If you like hard games, please tell me what you think of HARD LANDER. on: January 12, 2013, 09:17:48 AM
Remove the lives system. Seriously. That's the only way this game can be any fun to me.
24  Developer / Playtesting / Re: Hammertennis: Tennis, But With Giant Hammers Instead Of Rackets on: January 06, 2013, 04:47:30 PM
Well, I meant the subtitle. The thought of such a long and precise title was funny to me.

Also, tried out the game. Fun stuff! I did get the players and the hammers confused in futuristic mode though. Could have been because i was trying to play both at once, lol!

Great choice of music by the way. Usually Kevin MacLeod is a turnoff for me but this music fits the game perfectly.
25  Developer / Playtesting / Re: Hammertennis: Tennis, But With Giant Hammers Instead Of Rackets on: January 06, 2013, 09:31:54 AM
Cant try it out atm, but please tell me that the name isn't a WIP.
26  Developer / Playtesting / Re: Prototype of a game inspired by Magic Carpet, with deformable spherical planet on: January 05, 2013, 12:31:19 PM
I honestly can't form an opinion about this game until you change these controls. It's literally unplayable.
27  Developer / Playtesting / Re: Rhythm Doctor - A Rhythm Heaven Style One-Button Hard-as-Nails Rhythm Game on: December 28, 2012, 10:08:45 PM
If you do end up making the game easier you could put more emphasis on getting good ranks. That way skill is rewarded, but the game is more accessible.

That being said, I didn't find it particularly hard as a whole to begin with, so I wouldn't change anything until you have a bigger pool of testers.
28  Developer / Playtesting / Re: Rhythm Doctor - A Rhythm Heaven Style One-Button Hard-as-Nails Rhythm Game on: December 28, 2012, 12:55:59 PM
I'm liking it so far. Good music and addictive gameplay. One thing i think it needs though is some more variance in the levels. It would be nice to have maybe a differently shaped line once in a while, and maybe not always pressing space on the 7nth beat.

Also, I'm using chrome and I had absolutely no problems. It didn't lag at all either.

Difficulty's good, Its not to hard or too easy, but making the curve a bit less steep might be a good idea. Level 3 was pretty difficult.
29  Developer / Audio / Re: Please tell me how terrible I am. on: December 28, 2012, 09:54:17 AM
Thanks for the feedback guys! I'll be sure to take all of this stuff into account during future projects.

And speaking of the future, expect a new song to be posted on my soundcloud later today.
30  Developer / Playtesting / Re: [TechDemo Feedback] CrossCode - Throwing Balls! on: December 22, 2012, 01:20:19 PM
Regarding the charged balls. What I meant was that they need to FEEL more powerful rather than be more powerful. I'm aware of the strategic advantages of charging them, but they need to be more distinguished from the smaller balls.

Changing the sprite to look more powerful and maybe adding a particle trail would do wonders in my opinion. The sound effect plays a big part too I suppose, but you haven't added any sound yet so i cant say anything about that.
31  Developer / Playtesting / Re: Keyman Gameplay Prototype (Feedback) on: December 22, 2012, 07:39:24 AM
What would be nice is the ability to throw and catch keys. It would spice up some otherwise simplistic and repetitive gameplay.
32  Developer / Playtesting / Re: [TechDemo Feedback] CrossCode - Throwing Balls! on: December 20, 2012, 05:36:52 PM
Awesome game! I really like this concept, as simple as it may be. Throwing these balls everywhere is really satisfying. There's only a few things I can think of that i didn't like.

-The camera pans way to fast when you aim. I always end up aiming behind where I want to because of it. Especially when I'm throwing the little shots rapidly.

-Throwing the big ones Isn't all that much more satisfying than throwing the little ones. They don't really feel very powerful.

-That section with the blue ring guys is REALLY difficult. That's really not a problem I guess but this is a tech demo not a finished game. I was ready to quit after dying a few times (ended up not quitting though thankfully)

-The evade spin thing.(right click) I didn't really want to use it because it brings you to a screeching halt afterwards and your flow is completely broken. It would be great if you could make it not screw with your momentum so much.

Also as a side note. PLEASE keep puzzles to a minimum. It really doesn't seem like the game was designed around them, and they're easily the least fun part of the game.

33  Developer / Playtesting / Re: Keyman Gameplay Prototype (Feedback) on: December 19, 2012, 03:58:02 PM
It's hard to give feedback on such an early prototype since i don't have any idea where you plan on taking this concept.

What direction were you planning to head with this game?
34  Developer / Playtesting / Re: sticky sticky ( gameboy retro style ) on: December 18, 2012, 12:04:35 PM
Yes. Either that or with the bottom directions switched.

I would just try both.
35  Developer / Playtesting / Re: sticky sticky ( gameboy retro style ) on: December 18, 2012, 11:40:38 AM
I agree when it comes to the right side. I wasnt too clear when I explained the controls I had in mind.

This is pretty hard to explain but I'll try.


When on the right side:

Left=up

Right=down


When on the left side:(This is how it works in game anyway.)

Left=down

Right=up


I assure you its not as confusing or complicated as it sounds.

As for the cieling, I see where you're coming from but I'm on the fence about it.
36  Developer / Business / Re: To include free music or not on: December 17, 2012, 02:00:36 PM
Having your soundtrack be cohesive is just as if not more important than having it fit the game. I'd say just get rid of all the free stuff. Its kind of an insult to the composer anyway.
37  Developer / Playtesting / Re: sticky sticky ( gameboy retro style ) on: December 17, 2012, 11:51:57 AM
No, left and right would still be left and right.

In a game like this where you don't have to hold down a button to move, things like this
really aren't a problem.

Right=right and left=left in all circumstances.
38  Developer / Playtesting / Re: sticky sticky ( gameboy retro style ) on: December 17, 2012, 11:38:23 AM
The coins are a neat addition. I think since everything in the game is so abstract though that you might want to change the sprite to reflect that.

Also, I don't know if this is a me problem or not but, I think the game would really benefit from changing the controls so that only left, right, and a single flip button(spacebar?) are used. The current controls were kind of hard to get used to for me.

If you really are used to the current controls you could always include an alternate control scheme instead of replacing the old one.
39  Developer / Playtesting / Re: sticky sticky ( gameboy retro style ) on: December 14, 2012, 08:07:57 PM
Cool game! Sort of an action puzzle hybrid, I like it.

Two complaints though...

-The control scheme is a bit confusing, having to switch from left and right to up and down
takes some getting used to. Might want to consider having a single flip button or something.

-The sound effects are desperately in need of some EQing. They're a little bassy and a bit  too abrasive.

Oh, and you also might want to consider making the enemies stick out from the background a bit better.
40  Developer / Audio / Please tell me how terrible I am. on: December 10, 2012, 08:02:03 PM
Alright, so I've been wanting to get into composing music for games for a while now. For some reason though,
I've been putting off doing some very important things (Including making an account here.) For way too long.

Because of this, I've never really received criticism from anyone who knows anything about music.

Soooooooooooooo... Do your worst.


http://soundcloud.com/justsometoast


NOTE: The songs aren't entirely in chronological order.
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