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1423
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Developer / Playtesting / Re: [iOS]Eyez - Spatial Puzzle Platformer
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on: February 16, 2015, 02:56:45 PM
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All is not well but thanks for the hopes.
If you think you've done a good enough job with mobile platformer controls you are mistaken. Mega Man's iOS port was easier to work with I had much more fun with it than yours on a smaller phone. This is just aside from your gimmicks with the eyes.
You posted in feedback so I'm telling you your game has a serious problem. You can argue with me all you want about it but your game's control scheme is weak at best, hopefully this is something you can add in before version 1.0. If you can't do better than what you have or don't want to your game won't get very far. Your best bet remains to go on a platform that has a joystick.
Edit: also you are supposed to introduce yourself to people here who don't know you in the town hall. However this thread is doing that job for you it seems.
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1424
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Developer / Playtesting / Re: [iOS]Eyez - Spatial Puzzle Platformer
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on: February 15, 2015, 09:21:34 AM
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Hi Hua,
This game doesn't belong on iOS. Its a puzzle platformer straight up and should be on something that has an actual joystick. I remember one of your profs at USC telling me about giving the "secret handshake" in order to make that happen for a specific company. If you are still in touch with the faculty there I recommend trying to convince them to do that for you.
-Michael
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1425
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Developer / Playtesting / Re: RUZH DELTA [shmup]
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on: February 15, 2015, 08:55:49 AM
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Hey, pixels are decent and the font you chose is nice and playful, but you didn't post here to have me just compliment you.
The sluggish response and small screen size made it hard to dodge the bullets and didn't feel too good to me as a player. It might be possible to dodge with care but for me personally I'm confused why this is different from many other shmups I've played when all your presentation is traditional. One fix is to simply tune up the acceleration on the ship. Another would be a larger playfield. Otherwise I'm not sure why you've made a shmup of the slow and difficult to maneuver flavor. I just feel underpowered compared to the rest of the world in your game. Also, I had to have died what feels like 50 times before I got a game over. Again, an odd choice that is a bit confusing to me, is juggling the large amount of lives until I get a 1up part of the game design or is this simply a tuning thing?
Generally its a good start on a traditional shmup.
Edit: I do like the font on your logo but the spacing between the L and the T in DELTA seems off. Maybe making it a few pixels closer together would make it feel a bit more uniform?
Edit2: IMO looze the z unless the game itself has much more personality. You need to earn your poor spelling in this case IMO.
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1428
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Player / General / Re: How TIGS changed my life...
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on: December 06, 2014, 01:22:52 PM
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IDK exactly what happened here but FWIW I had some of your old color pallet posts bookmarked, it was around when I started taking color choices seriously. I hope you remain in good health!
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1429
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Player / General / Re: Devs Getting Fit
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on: November 08, 2014, 08:34:20 AM
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Due to a scale calibration issue I discovered I just lost 5 pounds so I'm pretty happy about that.
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1431
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Developer / Playtesting / Re: Balls to the Walls!
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on: October 29, 2014, 11:33:24 AM
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I thought the learning curve was fine. What you need is a button that lets you move back just one step at a time. Undo.
Edit: Wait you have that, you should make it space bar. Also it needs to animate them moving backwards. Also moar lvls plz.
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1432
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Player / General / Re: Devs Getting Fit
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on: October 25, 2014, 10:38:18 AM
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Well, when you eat as many calories as me, its at least a factor. Idk I'll have to read more on it. I thought they said people on low calorie diets ended up living longer right?
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1433
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Player / General / Re: Devs Getting Fit
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on: October 25, 2014, 07:59:07 AM
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I just took a look at the scale and realized I need to start counting calories again. That seems to be the only way to go in my book, if you take in less calories than you burn in a day you lose weight. I may also end up going for the 100 situps and 100 pushups thing if I can remember to do it every day.
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1434
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Developer / Playtesting / Re: ChargeBall - a different take on precision platforming
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on: October 19, 2014, 05:11:30 PM
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Adding to what Quicksand-S said, you could make the intensity of the push be based on how far the stick is tilted and the angle based on the stick angle. Then when you press the button it releases the momentum for that current configuration. Not sure if it would be more fun but I'd want to at least try that b/c as it stands it feels somewhat artificially limiting.
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1435
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Developer / Playtesting / Re: Roguelike card game
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on: October 18, 2014, 02:01:04 PM
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You might want to post this in devlogs rather than feedback till you have something playable and the idea is further along. There is no feedback to give at this point. Also, you might not want to imply that digital games aren't *real* I think they are pretty cool 
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1439
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Developer / Playtesting / Re: PacMan Esque - An Alpha Prototype
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on: October 10, 2014, 11:02:34 AM
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I found I had to fight with the controls a lot which made me frustrated. I felt like it was more the game's fault than my fault. I'll see the spikes, know I need to stop, try to stop and it just won't slow down fast enough. Its an interesting idea to add some reflex controls to pac man, but the implementation here turns me off.
edit: Oh yeah, I make some kind of grey slime trail, does that impact anything? I was confused by it.
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