udellgames
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« on: August 30, 2013, 06:34:37 AM » |
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Hi, I'm Nick Udell, developer of Hairball - which I've previously shared here. When I did, I got such good feedback from you, I'd be mad not to try again with my latest project! ![](http://www.udellgames.com/wp-content/uploads/2013/08/sr2-1024x484.png) This is Alpha 0.5 of Speedrun, you can play it here: http://gamejolt.com/games/arcade/speedrun/16993/ and there is a web player, as well as binaries for Windows, OSX and Linux. I'd love to know what you think!
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« Last Edit: August 30, 2013, 04:44:07 PM by udellgames »
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rhenzar
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« Reply #1 on: September 01, 2013, 04:06:14 PM » |
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Nice job on the game! It runs smoothly and is fun to play.
I've been working with Unity for the past few weeks and I was wondering, how have you set up your Scene? I would imagine that the player's Z axis is locked, with the walls (also nice and challenging) moving towards the player and being removed after hitting a trigger behind the camera. All in all, great job! Looks awesome!
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udellgames
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« Reply #2 on: September 01, 2013, 04:30:46 PM » |
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Yeah, that's pretty much it, except instead of a trigger they just run a depth test when I update their positions. There are also a few invisible trigger planes for some of the effects too.
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udellgames
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« Reply #3 on: September 02, 2013, 01:27:28 AM » |
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Hi, good idea on the background colours!
The scoring works like this:
When you pass a set of blocks, you receive a base score of 100x the number of blocks in that group.
You also have a multiplier. The multiplier is accrued by passing adjacent to blocks (either directly left, right, top or bottom). Each block you are adjacent to adds 0.1 to your multiplier, up to a maximum of 3.
The base score is multiplied by the multiplier and is added to your total score.
I'm working on adding a few different bonuses for tricky maneuvers, such as a "last second save" bonus which doubles your score for that block group if you move out of the way of a block within 1 second.
I'm open to suggestions though, and I'll see if I can come up with something from your idea.
Thanks!
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Daid
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« Reply #4 on: September 02, 2013, 11:35:46 AM » |
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First off, I suck at the game. But I do like it, feels nice and fast.
But I am missing one little thing, and that's some better feedback that I lost a life. Right now I think the walls change color, but I'm not watching the walls, I'm watching the end of the hallway. I also do not have the time to look at the lives counter. Maybe some audio feedback would help in this case?
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udellgames
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« Reply #5 on: September 02, 2013, 06:10:24 PM » |
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Hi, Daid, thanks for the feedback!
I agree that audio feedback for life loss is sorely needed. I'll be working on that tomorrow, and you should be able to expect a new build posted here on Friday.
Thanks again!
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framk
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« Reply #6 on: September 04, 2013, 01:27:09 PM » |
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It's a very fun and very difficult game. I would slow things down just a tad, because it seems incredibly difficult from the get-go. Other than that, the feel is good. I love the juciness when you move to a different space and it sort of wobble-fixes itself - now that's good game design.
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udellgames
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« Reply #7 on: September 04, 2013, 01:28:28 PM » |
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Thanks very much! I'm embarassed at how long I spent tweaking that ![Smiley](https://forums.tigsource.com/Smileys/derek/smiley.gif)
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framk
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« Reply #8 on: September 04, 2013, 01:31:12 PM » |
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It's totally fine. In my humble opinion it's the little things in making a game feel great that truly make the game. Anyone can make a game that's functional - Maybe even the game is fun - but until you hit the trifecta of functionality, fun, and fluidity, you haven't made a great game.
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andreyin
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« Reply #9 on: September 04, 2013, 03:03:02 PM » |
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Really cool. IMO the only thing missing is some kind of feedback for when you hit something; maybe break the boxes, have a sound play or something.
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