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1411319 Posts in 69331 Topics- by 58384 Members - Latest Member: Winning_Phrog

April 03, 2024, 10:58:46 AM

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1  Developer / Playtesting / Re: Hyperhook - a grappling hook platformer! on: April 12, 2014, 07:48:40 AM
I liked the idea but I thought the execution wasn't good at all so far.

I think the difficulty curve is too high right from the start. First level is really easy, but the second and the third levels require some careful movements. Also, for me the most difficult thing was getting used to the controls - they don't feel very good, mainly because the hook extension time is too high. I also think gravity is out of place in this game. So far it doesn't really add to the gameplay and makes player movement less predictable which isn't a good thing.
2  Developer / Playtesting / Re: GumBall Fall (Casual) - Win, Mac, Unity Web and Android on: February 05, 2014, 11:30:42 AM
Hi!

I played your game and thought it was pretty okay! Here are some points:

I didn't realize it had several gamemodes either.

I didn't think it was particularly difficult, for me the gameplay felt pretty straightforward. Basically, in my impression it involves very low amounts of skill/reaction/stuff, and the gameplay is pretty meditative. For this reason I would suggest a mode with no time limit for the round - just playing till you are bored.
3  Developer / Playtesting / Re: Light Fantastik (Puzzle Platformer) on: February 04, 2014, 12:27:41 PM
I too quit the game because of inverted controls. It was just pretty irritating, I could not feel pleasure from playing at all.
4  Developer / Playtesting / Re: Enigmabot - Teleportation Platformer on: January 21, 2014, 06:11:05 AM
Hi!

I enjoyed GOOMWITTEY a lot, so I was pretty enthusiastic to try your new game Smiley

In general, I'd say it worked out pretty well! It definitely took a big step towards puzzles rather than execution. To be totally honest, I liked GOOMWITTEY better, but puzzles were pretty fun too, difficult enough to be satisfying and easy enough not to be boring.

There were a couple programming issues though. Sometimes the protagonist square would get sucked into spikes for no apparent reason, and it is pretty frustrating, especially on the pre-last level. Also, the last level is very laggy (still very enjoyable!).

All in all, good game!
5  Developer / Art / Re: Character design feedback on: January 16, 2014, 01:14:22 PM
They all look pretty nice for me.

However, there's something definitely wrong with humans. Faces do not fit their bodies, and I think their proportions might be wrong. Humans definitely don't look natural.
6  Developer / Art / Re: Chosing resolution for a pixelart game on: January 16, 2014, 11:29:03 AM
A lot of this is going to be dependent on the rendering engine you use.

I'm using Direct9

The actual virtual representation can be whatever pixel-art resolution you prefer, just so long as the final rendered image is native resolution.

What you're saying is that if I make a, say, 640x480-resolution game and run it on 1920x1080, it won't look smooth because hardware scaling isn't very good?

If you are looking for full-on low-fi retro, I would say go for a 320x240 resolution. This is much closer to early TV resolutions, and will give your game more of an 8-bit vibe. If you want a bit more of a middle-ground, bump it up to 640x480. This will make it feel more like a mid-90s PC game.

One important thing I have to consider is that the screen has to fit in a certain number of tiles, but what you said is rather important too. Thank you for the response!


That's a nice thing about pixel art, if your characters are, say, 10 pixels wide, and you scale them up to 100 pixels wide, they will still look as good (the pixels themselves will look bigger, but the art style remains).

But what if to scale for the player's resolution, hardware has to make each pixel into non-integer number of monitor-pixels, wouldn't it look bad? Say, to scale 480 pixels to 1080 each pixel scales 2.25 times, which isn't very nice.
7  Developer / Art / Chosing resolution for a pixelart game on: January 16, 2014, 10:26:16 AM
I am trying to make my first pixelart game, and one problem I can't figure out is what resolution should I pick for the game.

Its going to be a platformer, so let's say there's a bare minimum of 640x480, so that player can see where to go next. But how to chose the resolution to work with? Should it depend on player's monitor resolution or aspect ratio? Should I just go with one resolution and scale to whatever is needed?
8  Developer / Playtesting / Re: Jack B. Nimble on: January 16, 2014, 09:49:37 AM
Pretty nice!

The art is just amazing! I really liked everything about it! Music and sounds were very decent too, although I would appreciate a mute button so that I could listen to other music while playing Smiley.

Not much to say about the gameplay, its entertaining, but I can't see myself playing this more than 10 minutes or so. I only realized that I had to get the candles after I saw the tip, which wasn't my first playthrough, maybe you should tell it earlier.
9  Developer / Playtesting / Re: intervalo (ld48) on: December 22, 2013, 05:29:25 AM
I got a negative impression, actually. I just didn't like the challenge of predicting the movement of the triangle and trying to time it right.
10  Developer / Playtesting / Re: Perdition on: December 19, 2013, 05:34:32 AM
I played though first 15 minutes of the game. Then I accidentally closed the tab with the game, and it put me on the 1st level again, so I decided not to play though it again.

I have mostly positive feedback. I really like the visuals, they set up the atmosphere really well. Same goes for audio. And good job on level design, too!

A bit of gameplay feedback. From what I've seen its nothing special and therefore a bit boring. Controls were okay, but horizontal movement was a bit slow for my taste.

Finally, about immersion. I felt that white-voice was kinda cheesy. I mean, from what I've seen it tried to act important, bossy and scary but had no real power direct over NPC. It encourages player to do obviously suicidal stuff, apparently believing the player will actually listen, and then goes mad and surprised when the player follows the correct route. It mixes weird out-of-character compliments with insults which don't get to the player. So all in all, I didn't like that voice at all.

All in all, it was an interesting game. The atmosphere kept me going for the duration of play. I'm still curious about the ending and I would finish it if I didn't have to restart.
11  Developer / Playtesting / Re: [ld28] YOU ONLY GET ONE SPACE MAN on: December 16, 2013, 07:44:44 AM
Yay!

Kinda fun  Smiley
12  Developer / Playtesting / Re: FOC/US - apathetic zoom action on: December 11, 2013, 09:49:10 AM
I wasn't as excited by the game as others...

The characters were great, yeah, but the gameplay wasn't. I didn't really enjoy zooming stuff to progress through the game.
13  Developer / Playtesting / Re: spare 5 minutes for a small tower climbing game on: December 08, 2013, 02:28:36 PM
Hey there!

I actually enjoyed it quite a lot! It has some cool levels and concepts and it is pretty fun!

1) Sometimes! My main concern is that hitboxes feel bigger than they should be in my opinion. More than once I've thought to myself "Oh, that's bullshit, I shouldn't have died there!". Also, sometimes the game would revert me more than one checkpoint backwards, so I had to redo older sections, which is a bit silly. Oh, and timings are too tight to my taste. The main problem with beating a lot of puzzles is not to control the character perfectly, but to pick the right time to do it (and picking the right time has a degree of randomness to it).

2, 3) No, not really, controls were totally okay for me. Easy to grasp and easy to use.

4) Well, I haven't beaten it, I gave up after it reverted me a checkpoint or two back, so I don't know the entire length.

Just out of curiosity: how long did it take you to make this game?

14  Developer / Playtesting / Re: Stop the Bots - puzzle/platform game on: December 08, 2013, 02:09:29 PM
Hey there!

I have played your game for about 10 minutes and I have somewhat mixed impressions on it. Maybe the reason is that I'm not a big fan of the genre, but here's my feedback anyway.

I mostly really enjoyed the graphics. The animations are fluid, characters look nice. I kinda didn't like the menus/buttons. They look so much like Angry Birds and a thousand more games, and I feel I'm a bit tired of them. This is a minor complaint, and yet it is the worst thing I can say about your graphics =). Same with the sound, by the way.

I didn't think the gameplay was very fun. I didn't make it too far into the game, but the part I've seen, I found a bit boring, I just didn't like solving your puzzles. A big part of the problem for me was that it sometimes takes seconds to solve the puzzle, but it takes up to a minute to input the solution.

So that's pretty much it. I apologize for the negative feedback, but that's how I felt =)
15  Developer / Playtesting / Re: H2FLOW - A water physics game! on: November 07, 2013, 06:57:33 AM
I can't play it actually.

I tried it on my netbook (resolution 1024x600; horrible, I know) and that's how it looks: http://imgur.com/rd03UTe

The first level is on top of the game screen, but the game screen is higher than my Y resolution, so I can't click on the first level. I can scroll up, but I can't click things after I scroll and it comes back anyway.

I don't think many people will have this problem, but hey, I did.
16  Developer / Playtesting / Re: Get Out of My Way I'm Trying to Eat You on: November 07, 2013, 04:06:46 AM
Its a really great game! Probably the best I've played on TIGSource(which isn't many but still), and one of the best platformers I've played in a long time, maybe ever!

I like the art style a lot, I liked the gameplay. I liked the sense of discovery when I find out that I can do things I never knew I could. I liked the mechanics on the levels I've played so far(I haven't finished it yet).

I've got a single complaint though. I think wall jump needs some work. It doesn't control well and I quit the game on a wall jump level (I'll try to finish it later, though). Here's the problem. Say there is a wall on the left that I want to wall jump on. So usually when I fly towards it I'm pressing "left" and "up" buttons, right? At the moment of impact I have to release "up" fast, release "left" and press "right" and then press "up" to wall jump to the right. But if I'm a bit late with pressing "up" I will not jump, but actually just fall away from the wall. I hope I made the problem clear. This is very frustrating, and it makes me feel controls are not good, which is not a good thing for a platformer.

I know Tommy Refenes had the same issue in Super Meat Boy. As far as I know he fixed it by making a player to stick to the wall for a short period of time, so that there's always enough time to input keys for wall jump. That's one idea how to do it.

So yeah, great game!
17  Developer / Playtesting / Re: Just Silence on: November 05, 2013, 11:51:34 AM
I liked the aesthetics, but I didn't get the point of the game. So here I am, declaring everybody innocent because "everyone is innocent until proven otherwise", and some of them apparently are actually guilty. But apparently one of the suspects didn't like my verdict so they come and kill me anyway. Bad end?

So I think "okay, maybe I should rule out the correct verdicts now". Which I do, and get accused of killing two people (what? I suppose its those two who were guilty?) and it actually doesn't matter whether I rule that I am guilty or innocent - I get the same "The End" screen.

So the deeper meaning of the game eluded me. Is it supposed to have a point? If not, it is just a waste of time (no offense!). If yes, than it was probably not delivered clearly, since I missed it completely and can't even tell whether it even exists.
18  Developer / Playtesting / Re: Domino Arena Beta on: November 03, 2013, 02:43:01 PM
I tried to play it for about 10 minutes.

I didn't really find it fun. Its not always clear which path the dominoes are going to take, and it requires some way of thinking I'm not very good at. I kinda found myself mashing buttons hoping it would work out in my favor. So you could say the difficulty is very high (as I am having hard time playing it properly).

My graphics card displayed dominoes properly. But I didn't like the special effects on the dominoes. That amount of reflections and shininess is just too much for my taste.

I guess the annoyance would be inability to mute sounds.

19  Developer / Playtesting / Re: Nuclear Frown on: October 30, 2013, 04:09:43 AM
I guess you should post the next version when it is less alpha-stage. You really should; I haven't played Nuclear Throne which totally didn't inspire your game, and I didn't play much of your game, but the atmosphere I got from the music and that little art style you showed is pretty cool.

Its not very playable right now. Controls are a bit unresponsive, a lot of visuals are missing, such things. Audio effects are great though!

There are bugs too. After I died the game just froze. I couldn't do anything. I could call the menu, but couldn't do anything about it.

So do come back with the full version! I'm sure it will be well-received!
20  Developer / Playtesting / Re: Spell Quest [Beta Web Demo] on: October 26, 2013, 08:13:42 AM
That's a lot of features! I like them all Smiley

Yeah, I mean sorting them during normal gameplay. When I come up with words I want to know whether I can build them as fast as possible. Sorting definitely helps with that.
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