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TIGSource ForumsDeveloperPlaytestingWeapons of Mass Blockstruction Playtesting
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Author Topic: Weapons of Mass Blockstruction Playtesting  (Read 1088 times)
Pixelulsar
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« on: September 10, 2013, 02:08:15 PM »

This is a playtesting thread about my action-block puzzler Weapons of Mass Blockstruction.  There is a devlog for this game, but please keep all feedback and stuff here.

The thing is that I stopped working on this game for a while because I felt that the game wasn't that fun.  I'd really appreciate some advice on how to make this game feel more fun, ways to balance the game better, or just any feedback. Any bugs you find would be helpful too. You can play the game so far here.  If you loose you'll have to refresh the page because that version doesn't restart automatically.

« Last Edit: September 11, 2013, 03:29:54 PM by Pixelulsar » Logged

ScaryPotato
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« Reply #1 on: September 11, 2013, 06:08:49 AM »

The game itself plays nicely, and the variety of powerups/powerdowns is cool.

The blocks seem awfully small for the play area though. I played for around ten minutes or so, and hadn't managed to fill up the width of the play area yet.

I seem to recall there being a screw system that changes the height of the play area, but didn't see it happen as I played the game. Is there a certain time when the difficulty increases in the game, or is it all determined randomly with the powerups etc?

All in all, I think it has the potential to be quite a good game, but the biggest issue right now is the size of the play area versus the size of the blocks. Right now, there isn't a sense of urgency...although the virus blocks are irritating (good job on those!).

I hope you keep working on this  Grin
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CaptainKraft
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« Reply #2 on: September 11, 2013, 06:15:01 AM »

The game seems like it could be a lot of fun. Really cool ideas for a puzzle game.

One thing to improve it would be to mess around with smaller screen size and/or larger block size. The pacing is a bit slow right now and those two things would help speed it up and make it a bit more frantic.

Also, you might try removing some features and honing in on one (maybe just moving the blocks left and right). This combined with being faster-paced might reveal something more fun.

Do some experimentation and let us see what you come up with. Great start though
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Pixelulsar
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« Reply #3 on: September 11, 2013, 11:29:11 AM »

I seem to recall there being a screw system that changes the height of the play area, but didn't see it happen as I played the game. Is there a certain time when the difficulty increases in the game, or is it all determined randomly with the powerups etc?

The screws only go up when you fill the whole bottom row with blocks(spikes don't count as blocks), which never happens because the screen size is too big. I will experiment with making the screen smaller because that seems to be the major problem.
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Pixelulsar
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« Reply #4 on: September 11, 2013, 03:37:51 PM »

Made the playing space smaller and updated the build in the main post!

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ScaryPotato
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« Reply #5 on: September 11, 2013, 06:48:25 PM »

The new size is a lot more manageable! It felt like the pieces fell a little quickly though. If you maybe had a timer counting down to an increase in speed (one idea would be to make the timer start only if the player is able to keep a row of blocks below a certain point, implying that it is too easy for them), it would let the player anticipate the next jump in difficulty.

Definitely an improvement with the smaller play screen!
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sublinimal
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« Reply #6 on: September 22, 2013, 01:08:04 PM »

Link seems to be down.
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Udderdude
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« Reply #7 on: September 22, 2013, 01:17:01 PM »

Error!  No such dump exists! D:
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