Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411525 Posts in 69377 Topics- by 58431 Members - Latest Member: Bohdan_Zoshchenko

April 28, 2024, 07:32:28 PM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsDeveloperPlaytestingYou Hate You
Pages: [1]
Print
Author Topic: You Hate You  (Read 1981 times)
LeFishy
Level 2
**



View Profile WWW
« on: October 27, 2010, 05:59:11 PM »

So this game is workingly titled You Hate You or UHU.

It is incredibly simple in both gameplay and presentation at the moment and I am looking for ways of sexing up the look of the thing if not changing the gameplay much.

Ideas I have had include pretty particle explosions and some starfield stuff with PARALLAX SCROLLING.

Use the arrow keys to get the yellow rings.

Avoid your evil clones.

Press R to restart when you die.

Win.

The score you receive on collecting a ring is based on the number of steps you took to reach it. With shorter journeys resulting in more points.

It is Unity.
Logged
Aquin
Level 10
*****


Aquin is over here.


View Profile WWW
« Reply #1 on: October 27, 2010, 06:05:31 PM »

I only managed 1392.  It's a pretty neat idea, although I feel the gameplay should probably not be "turn-based."  Of course, then it'd be a lot tougher so I dunno.

Still, definitely has potential :D
Logged

I'd write a devlog about my current game, but I'm too busy making it.
LeFishy
Level 2
**



View Profile WWW
« Reply #2 on: October 27, 2010, 06:16:29 PM »

Yeah a non-stop mode is something I keep meaning to add but then I get distracted by working on UpBot or uni work or adding some other feature to this one.

Maybe having this post here will serve as a reminder.

I'm also going to add an upper cap to the number of enemies on screen so that it doesn't become impossible to move.
Logged
PleasingFungus
Level 7
**



View Profile WWW
« Reply #3 on: October 27, 2010, 07:01:34 PM »

The concept reminded me of One Step Back a bit, but it's quite different in practice.

Really ought to be real-time, though, as Aquin said.
Logged

Finished games: Manufactoria! International King of Wine!
And others on my site.
flavio
Level 4
****



View Profile WWW
« Reply #4 on: October 27, 2010, 09:33:06 PM »

I would not throw away this turn-based mode, maybe you could provide some turn-based "bonus levels" among real-time levels. This could add variety to the game. The idea is nice, the first part needs interventions is the graphics, imho.
Logged

Blackcorn
Level 1
*



View Profile
« Reply #5 on: October 28, 2010, 03:33:48 AM »

I really enjoy the chaos rises from my own path, it is a pretty nice concept. The turn-based mode seems totally justified to me. A real-time mode will definitely change the game experience. I'm not sure if it would be a good idea or not, but it could be nice to try it.

Idea : Maybe you could add a random bonus that might appear anywhere in the maze every X gold reached. This bonus would give more point than a gold ring, but would not create a new clone. It would add complexity to the player's path and so create a more vicious evil clone.
Logged
LeFishy
Level 2
**



View Profile WWW
« Reply #6 on: October 28, 2010, 06:34:46 AM »

I was planning on splitting the turn based "zen mode" and the non-stop mode completely because the non-stop mode would require a whole new scoring system and whatnot.

I have a few ideas for making the player's path a little longer and more convoluted but for some reason the bonus item thing never occurred to me so thanks for that one   SmileyHand Metal Right.
Logged
snowyowl
Level 1
*


View Profile
« Reply #7 on: October 28, 2010, 01:09:53 PM »

I like the turn-based way. Real-time is less interesting, because you have the option of waiting.
Logged
ANtY
Level 10
*****


i accidentally did that on purpose


View Profile WWW
« Reply #8 on: October 28, 2010, 01:55:39 PM »

Rly funny idea for game, but it needs big polishing.
Maybe add that when i have arrow down then im not stopping moving?
Logged

Alistair Aitcheson
Level 5
*****


"Ali" for short


View Profile WWW
« Reply #9 on: October 28, 2010, 04:08:02 PM »

I like the turn-based way. Real-time is less interesting, because you have the option of waiting.
I agree on this. I like the turn-based-ness, but maybe you could add in so that you can hold down a key to move in that direction, rather than having to tap it for each step. It's purely an ease-of-use thing.

As it is, this is a really sweet and elegant little piece of puzzle fun! I nice little mindbender that naturally gets more difficult as it goes on. I like the way the player effectively generates his own challenge.
Logged

Johnman
Level 0
**



View Profile
« Reply #10 on: October 29, 2010, 12:10:08 PM »

It gets pretty interesting after score 1000 or so. I think real-time and turn-based modes would make for two very different games. Turn-based involves a lot of planning when things start getting messy, while real-time would be a matter of reflexes. I think you should make both modes available (separately).
Logged
LeFishy
Level 2
**



View Profile WWW
« Reply #11 on: October 30, 2010, 05:52:37 AM »

Yeah that's the plan when I'm not bogged down in uni work or I feel like procrastinating.

I guess I need to get a job too to eat. Ugh no makegametime ever again.
Logged
Pages: [1]
Print
Jump to:  

Theme orange-lt created by panic