Show Posts
|
|
Pages: [1] 2 3 4
|
|
1
|
Developer / Playtesting / Re: There is Only Power - Strategy / Roguelike
|
on: January 15, 2015, 12:27:51 PM
|
Pretty fun game, cool into for the Lich btw =)
Some things i've noticed: I thinks it would be better to place the information if the spell is First Strike, Focus, ect on the spell itself (without the need to hover over it) maybe just an icon in the corner (not necessarily removing the hint).
After getting a new spell I clicked away and thought it would close that window, but i started walking towards the place where i ended up clicking
Also just as an idea - you could target people behind first row if you think that you will kill everyone on the closest row (before that spell would go), and if you haven't the spell would not work (not spending any mana). That would not be very obvious to the player, but would allow for some combos (thout could potentially not work, so its a risk sometimes).
Thanks for the feedback! The spells list currently closes when you click on the tab, but that's a good point that it should disappear when you click outside it. Interesting idea about the targeting. I'm worried that doing that might be confusing for new players. They would think they could target anyone but then wouldn't understand why the targeting failed. It certainly would be cool if there was a better way to target back row attacks if the front row will be killed. Maybe, when you target an enemy from back row, you can make an announcement that says "This enemy is protected if you didn't do something about it this turn. I don't think it should be obvious like "this enemy is in a back row, so you can't attack it" because that would be too much text, and because something subtle would give a player a riddle that will let them figure out the game's main mechanic by themselves and feel cooler and more satisfied about it. That wouldn't be frustrating because the player already has something to do: killing the front row. And while having icons for spells is great, I just need a garbage bin for all these unwanted spells, or a favorite spells list that would be displayed in battle first automatically, and to trigger the unfavorited spells, I would have to press a menu option or something. There's always spells that you really want, but you have to obtain 2 other spells to get it that I think are useless, and there's no other thing you can do with spells(the ones you spend to get actual spells) other than spells(actual spells). Speaking of spells, shouldn't you rename the spells you obtain into something like spell runes or spell cards? I like it the way it is, it really makes sense but, writing feedback or recommendations, or anything about the game will be confusing when you talk about spells.
|
|
|
|
|
2
|
Developer / Playtesting / Re: There is Only Power - Strategy / Roguelike
|
on: December 26, 2014, 12:56:04 PM
|
|
I've been playing this for a while. I would leave feedback, but there's nothing I can say that hasn't been said, and the game's really fun. I found a game-breaking glitch, though. You know how when you have choices, and you can select one of the choices to get bonuses or fight encounters? When you choose one, the window goes down and disappears. However, you can still any choice buttons while that happens, so if I click a "get 2 souls" text twice, I get 4 souls instead of the intended 2. And, you can pretty much do this forever, since the window animation resets every time you click a choice. If you trigger an encounter twice, you will get 2 encounters at the same time, and they will be on top of each other. After a few turns of this double encounter the game will glitch, it will not let you choose any spell, but the battle screen will still be on the screen, and it will also be on top of the world map, so you can mouse over a grid, but not be able to go there. I would give footage, but my disk space is running out and to fully demonstrate the OPness of the glitch I need to go through a whole run, which is a long time. Try this glitch out, it's hilariously broken.
|
|
|
|
|
4
|
Developer / Playtesting / Re: WIP shmup - brutal criticism requested! (v. 2.0)
|
on: December 13, 2014, 11:06:22 AM
|
Well, I'm gonna start with the positives now. Wait no, scratch that, this game has problems I really want to discuss more than the explosion sounds. Fuck this game, it's a piece of shit that was shoved up an alien spaceship's ass on a motorcycle. The ship follows my mouse pretty badly. My mouse is about 10 cm away from the ship and is controlling the ship from there instead of, well, on the ship. I noticed that it happens because the ship follows the mouse when it goes down, but doesn't go as fast as the mouse, creating a gap, which gets larger the more I play. I got the footage here: http://www.youtube.com/watch?v=C0TS7CMKvmI&feature=youtu.beThe shooting works fine. It's auto-fire, and that's something I like. I mean, why do I have to spam the A button to shoot instead of just doing it the whole time? This mashing doesn't add to the fun and carpal tunnel syndrome. However, this game doesn't have simple firing. The ship fires a burst of 4 shots, then does nothing for a while. I would rather have the option to choose when to fire and not to fire, because sometimes, I just shoot projectiles into nothing, then the enemies actually come, but I have to charge. A bar showing me how much time I need to wait before getting my burst would be useful too. I know you're designing this for phones, but if PC can have the option to be better at controlling the game, let it. Or you could design the game a different way and add in auto firing where it just shoots a projectile every 10 milliseconds without the cooldown. I didn't understand that the green thingies were pickups at first, I thought they were bombs you had to avoid. You can put some small story segment before the game to explain how the green crystals give you the power to... Eehh? What do they even do? I'd like to have that explained, too. "The gems you collect aren't used for anything." Oh screw you. Also arrow keys controls for PC for those who want that This game has positives? I thought this game was poopy diarrhea shit dog biscuit fart suck fucking piece of ech, but ok. I like the graphics, and the way they're used. I can instantly recognize an enemy from a gem because they look different. The sound effects go well with the visuals and explosions, the enemies are satisfying to kill. The core mechanic, shooting doods, works great. It's just that THE MOUSE. WHAT. PLEASE BE NORMAL. Have fun making the game, looking forward to seeing this game get more content over time. Also you have a good name.
|
|
|
|
|
6
|
Developer / Playtesting / Re: Shiny Gauntlet: Build v0.21 Feedback Friday
|
on: November 29, 2014, 07:26:14 AM
|
|
The music is too loud. Either the music is overshadowing the sound of me getting hit, or that there's no sound of me being hit at all. I never understand when I get hit. The character doesn't show that he's hit by flashing or some animation, and there's no sound. That's why when I die, I feel like I was cheated instead of being shown that I fucked up 5 times when I got hit. The controls are unresponsive. When I try to dash with my spear, I press and hold my button at least multiple times. Same with the dashing. Pretty much anything is uncontrollable. Also, with other weapons, why am I not allowed to move while attacking? Why not let me hold down the button for continuous attacking? This game takes SO much out of my computer. I am typing this while it's launched, and the text I type lags and isn't displayed on the screen instantly, and the emoticons up there have lower FPS. What the fuck. This might be the reason why it's so uncontrollable. Where's the pause button? While I'm typing this I'm getting my ass kicked, and the pause button isn't something obvious, like ESC or Enter or whatever. Well, there's positives. I like the fact that when you pick up a weapon, you change a class, and you can combine those classes, and, the art style isn't bad, and I like the idea of lightning. But it runs, so, bad. Also it's named app.app. Brilliant.
|
|
|
|
|
7
|
Developer / Playtesting / Re: Action Gamemaster- 2D Metroid Cheetahmen-inspired game
|
on: November 25, 2014, 10:47:16 AM
|
|
The buttons that switch weapons are now A;S;D. Using weapons can now be done with ENTER as an alternative. It isn't used by the game right now, so, why not? Added a wall before the turret in the first level that the projectiles can't go through, so players can't get hurt by it while getting used to the controls.
|
|
|
|
|
8
|
Developer / Playtesting / Re: Super Zombie Fart
|
on: November 25, 2014, 10:45:29 AM
|
|
I uhh and well This game and Uhh What It's no surprise that this game is weird, due to the stupid name and all. but I didn't expect so much... Depth and originality. The main idea is that, your high score, or whatever you need to collect to be better at the game, is also a thing that damages you. It's an interesting mechanic, and it gives you a reason to sometimes not fart all the time and not be wasteful about your "resources". And I think that this mechanic alone can make a great game. But, well, there's nothing much to go for except for the high score. It's a game of skill, yes, but there's just the people, the fart, and the score. There needs to be more content, like, new types of farts, energy fields that temporarily make zombies walk away, types of food that make you fart differently when you fart them, like a wave of fart, or fart tears. This could be a great arcade style level-based or adventure/story based game. You can still leave the highscore for something like "endless mode". Right now, it's a good prototype that begs for more content. I don't really have much to say, because what there is is already refined.
|
|
|
|
|
9
|
Developer / Playtesting / Re: Excursion (save map image)
|
on: November 23, 2014, 07:08:37 AM
|
I played this. I'd say it's good, as a technical demo. As you mentioned, you need to add a lot of content to make this actually a game, so, have fun with that, The field of view/lighting mechanic is broken. Here's a video. http://www.youtube.com/watch?v=4W0MyA34wlw&feature=youtu.beAs you can see,not only is the dinosaur outside, but he can also make the blocks disappear and go through them. Never invite this dinosaur to Smash Bros. Holding down left click to place blocks works, however, it doesn't work with moving. I have to spam left click instead of just holding it in the direction I want to go. Why does it show "100%" near the map? Also, I never understand where I am, since there's no "player" point(or it's really small). I only understand where I am when I mine the shit out of some cave. It would be nice if I could move while seeing the map. After I found out that the map is draggable, I thought it was draggable for just that purpose. Wouldn't it be better if I could place down blocks with left click, and move with right click? On touch devices, there's no right click, however, I can instantly press a button in the corner and start moving and switching blocks, while using a mouse on a computer doesn't give you that opportunity. I'd make the current control scheme the controls for touch devices, and right click to move for computers. I got away from the boundaries of the game. No, wait- there's no boundaries. The game just goes on forever. And where I am now isn't shown on the map. Therefore, the map should just center on the player, which also kinda solves the issue with not seeing where the player is.
|
|
|
|
|
11
|
Developer / Playtesting / Re: Barony IGF Release (Alpha 2014.10.21)
|
on: October 25, 2014, 06:54:17 AM
|
|
You fucking piece of shit why did you create a new topic for this
Why did I only know this now by randomly going to TIG Source fucking duck
When are you going to send automated e-mails when the game gets updates, I waited for this shit
In all seriousness, glad to see you fixed/added stuff I pointed out, like "added hunger indicator", "adjusted game classes", "bleeding to death now impossible (bleeding overall less OP)", "added several new ingame books (courtesy of our new writ-" wait hold on. Speaking of these books. The game doesn't pause when I read books. This is a big problem, since I can get hungry while reading about the "5 assholes with a job, one of them is a fatass" book, or I can get attacked by goblins skeletons while reading "This book is supposed to be about goblins, but I'm really just advertising my shitty perfume" book. They are great books, but they literally are nothing but some weight and a way to get hungry while doing nothing, if you think about ACTUAL gains. Also, the manual and journal you get from the start should have no weight. I already get about 3 torches when I start the game, so why should I add more and more stuff to do just to start the game, like throwing away books.
"doors have significantly more health" why
"chat length extended hugely" what about the inventory size? pls
"all game textures updated and improved" I like the new look. It is different, the old art style was more smooth, while this is more sharp. I think you should either leave it at that, or just add more blocks and texture resolution when the game gets bigger.
"magic casting comes with fancy animations now" AAUUUGHH MY EYES! Was my first reaction to the new animation. It's really gleamy and the hands take up all the screen. I know that it's to get rid of the magic missile spam OPness, but first, you can make the anim more subtle, like, a hand slowly waving in the bottom corner of the screen, second, the magic animation is unnecessary for Light and Identify spells. Both aren't used in combat, so it would be better to just make them have some sound effects rather than THE OH GOD MY EYES (I did get used to it eventually, but it's not the best animation ever, even so).
"added /levelup console command" Oh. Thanks. I am not going to use that to cheat. No, why I never. *does it* I'M SO FAST AAAAH
"baron herx (the big bad guy, remember?) has several spoken lines, now!" His second line sounds stupid, especially the laugh. The first one is okay, and I don't remember the rest of them.
Anyways, I really liked how I can actually beat one of the first dungeons, and how everything is more balanced(expect for that /levelup). Also I never know when this game gets updated.
|
|
|
|
|
12
|
Developer / Playtesting / Re: King's Conflict: new free digital card game needs playtesters!
|
on: October 25, 2014, 06:12:34 AM
|
|
I downloaded the v. 200, and forgot about it. Then, this came up on the front page of Playtesting, and I remembered: "Hey, I'd like to play this game again". So, I launched my v200 installer, and it asked me to go get a new version. Why not let me use the old version against CPUs, but not players? So, I downloaded v201, installed it. It then tried to update. It failed, and said: "Failed to download updates. Check your Internet connection, or try again.". Multiple times. And as you can see, I'm connected to the internet and tried again. Can you please disable the requirement of being online and updated to the last version just to play the game? I understand when it's online and every player must be on the same version, but when it's just me trying to play against a bot to give feedback and then failing because your updater is unreliable, it doesn't make sense.
|
|
|
|
|
13
|
Developer / Playtesting / Re: Raketa (Rocket)
|
on: October 21, 2014, 03:30:02 AM
|
|
Скорее всего это у меня плохо с компьютером, так как такое раньше случалось в html играх. Я начинаю игру после экрана загрузки Unity, появляется черное белое лого "Ракета", уходит. Дальше был лист русских ракет в хронологическом порядке, светилась "Лайка". Я нажимаю на все кнопки, на r,z,m,h, на английской и русской клавиатуре, ничего не происходит. Что я делаю не правильно? Пока русский плохо знаю, но думал, что ты лучше поймешь проблему на русском. Мой компьютер Mac OS X 10.9.5.
|
|
|
|
|
14
|
Community / Competitions / Re: Insanity Jam 3 is October 17th-26th!
|
on: October 19, 2014, 11:04:34 AM
|
|
I'll compete. I'll have an announcement with some screenshots soon. EDIT: Great. Not only did I find out about this late, but my computer died and when I finally fixed it, it was the last day I could do anything,
|
|
|
|
|
15
|
Developer / Playtesting / Re: Action Gamemaster- 2D Metroid Cheetahmen-inspired game
|
on: October 14, 2014, 10:14:21 AM
|
|
"I played until i reached a cave in the planet area, sorry i didn´t take a screenshot. Its the part where i think you first destroy the floor with missiles, which was weird since i just discovered this by luck while trying to do different things. I didn´t continued because i ran out of missiles before reaching the area below, and was too tired of getting back for more ammo." -Oh, I understand where that is. Those blocks aren't supposed to be destroyed with missiles. They can be destroyed with any weapon! The easiest with the Explosion weapon. I'll add a part in the game where you have to destroy those blocks to progress, so that people will know that they can be destroyed with anything except the bomb(water weapon).
"Here´s some things i think you could make better:
-First, keyboard input, maybe its just me but i had problems changing weapons while fighting or jumping." Weird, I haven't gotten anything like that. Were your problems because the weapon changing buttons were too far away and it was hard to get used to, or because the weapons straight up didn't change at some points of the game?
"-Some enemies are too fast or hard for you to hit and sometimes, once they reach you, they lock on your same position giving you constant damage." You can just go the other way you were going so they have to turn around to catch up and thus widen the distance between you and the enemy, but most players don't think of that, especially in the beginning. I'll try to make them slower.
"-I, for the most part, found useless the water thingie that stops enemy bullets since most enemies shoot fast and many projectiles at the same time. I tried to spam the water to stop most bullets but in the end just gave up and decided to dodge the projectiles and shot back. Dont get me wrong, this ability is fun and certainly interesting to use but i think you could make it more useful if the water stayed active for a long time in screen (also maybe make it bigger?) hence giving you enough time to fight back shooting enemy types while the water takes care of their proyectiles. " With the bomb weapon, there must be a certain balance to it. The ability to destroy any enemy projectile from the start of the game is kinda OP already, so I have to balance its range and longevity with caution. Plus, the bomb will have upgrades to it later on, so I guess, for now, it's better to just leave it as it is- a situational weapon.
Thanks for your feedback!
|
|
|
|
|
16
|
Developer / Playtesting / Re: Fear of failure - Feedback appreciated
|
on: October 14, 2014, 08:49:58 AM
|
|
Hello BlueLemon.
First off, how did you make an html game play in dropbox? When I share the link to the index.html, all the receiver gets is a download link to get the index.html only.
The game has been loading for a very long time. Like, it was at least 10 minutes. I closed it afterwards. Can you include an actual node webkit wrapper for stuff like that?
|
|
|
|
|
18
|
Developer / Playtesting / Re: Delight your dear ones on special day with gifts and hampers
|
on: October 13, 2014, 01:08:38 AM
|
|
Hello PampersSucker987,
What a great game you have there. The mechanics are marvelous, I like the sound design. Where did you get those 3D models? They look fantastic. If you made these yourself, then, I applaud to you. There's one small detail I didn't like: When I try to do the Noob Saibutt combo, I spam kicking 4 times. but sometimes, the spam doesn't work. Do I have to press something else? I heard you need to press the "Get a life" button, but it doesn't work in this game. Did you disable support for it in your engine?
All in all, I can't believe this is early access. This is pretty much a full game. I like the protagonist, the antagonist, heck, I like all of the characters (except for Kevin Robinson, who's annoying as all heck and shows everybody my deviant art, but I'm pretty sure you're doing a genius "narrative through mechanics" thing here, so even he is justified in being in this game)! I rate this...
Fuck you/10.
Thank you for your masterpiece. I'll definitely buy it when it's actually a game.
|
|
|
|
|
19
|
Developer / Playtesting / Re: Lo of The Dark
|
on: October 12, 2014, 07:38:18 AM
|
|
I'm using a MacBook 13 inch, and its specs are:
Processor 1.7 GHz Intel Core i5, 2 cores. It's faster than a normal 1.7x2 GHz processor, since it does more calculations each tick, but the ticks happen rarer. Memory 4 GB 1333 MHz DDR3 Graphics Intel HD Graphics 3000 384 MB OS X 10.9.4
But I'm using an emulator for Windows apps, Parallels Desktop, which has Windows XP. It's emulated, which means the emulation can't bring the full potential of my specs. BTW, is it possible for you to do a Mac wrapper? Maybe the glitches will stop.
|
|
|
|
|
20
|
Developer / Playtesting / Re: Lo of The Dark
|
on: October 12, 2014, 06:49:04 AM
|
|
I can't go to level 2. I fight the first goblin, it dies from me spamming swords and bows. Then it says I get N experience, then the game gets stuck. I can't close the battle menu, I can't move. Then the goblin attacks me (?!), and I die. Happens every time I play the game.
|
|
|
|
|