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TIGSource ForumsCommunityDevLogsTurnland [Demo available]
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Author Topic: Turnland [Demo available]  (Read 2766 times)
Gurigraphics
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Gurigraphics


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« on: February 19, 2016, 04:21:42 PM »






About:
Turnland is a action platformer puzzle.

There was a war between the gods. Zeus confine Hades in Turnland, the world of electricity.
Help hades recover his fireball and return to hell.

Video:





Updates:

Update: 20/02/16 - version 0.1
- New sound track.
- Fix move bug.

Update 21/02/16 - version 0.2
- Fix jump block
- Fix slow speed
- Fix teleport speed
- Fix level names
- Fix bug of fall
- Fix bug restart
- Fix bug lava
- Fix size images

Update 22/02/16 - version 0.3
- Fix slide
- Fix tutorial
- Fix difficulty
- Add elevator
- Add hater

Update 23/02/16 - version 0.4
- Add sound control

Update 24/02/16 - version 0.5
- Add level 6

Update 25/02/16 - version 0.6
- Add tutorial

Update 26/02/16 - version 0.7
- Show level
- Fix controls
- IndieDB icon
- Facebook icon
- Add level 7


Demo:

Newgrounds
http://www.newgrounds.com/portal/view/670861

Kongregate
http://www.kongregate.com/games/gurigraphics/turnland

Facebook
https://www.facebook.com/Turnland-455660381293770


http://www.indiedb.com/games/turnland
« Last Edit: February 26, 2016, 04:26:18 PM by Gurigraphics » Logged

Gurigraphics
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« Reply #1 on: February 20, 2016, 04:09:03 AM »

Update: 20/02/16
- New sound track.
- Fix move bug.
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Gurigraphics
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« Reply #2 on: February 21, 2016, 06:20:57 AM »

Update 21/02/16
- Fix jump block
- Fix slow speed
- Fix teleport speed
- Fix level names
- Fix bug of fall
- Fix bug restart
- Fix bug lava
- Fix size images
- New video

The evaluation of the game is pretty bad. Maybe now improve. ^ ^
« Last Edit: February 21, 2016, 06:34:24 AM by Gurigraphics » Logged

Bluebutton
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« Reply #3 on: February 21, 2016, 06:45:41 AM »

Looks interesting, and the art seems solid but the soundtrack seems weirdly out of tone with the pace of gameplay? With that music I would be expecting a frantic shooter.
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Gurigraphics
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« Reply #4 on: February 21, 2016, 07:31:32 AM »

Thanks for reply.

I also think this. The game always used the intro music that is more meditative.

But then I read an article by Harm-Jan Wiechers in Gamasutra that music is able of influence on the perception of difficulty:

http://gamasutra.com/blogs/HarmJanWiechers/20160122/264144/The_influence_of_music_on_the_perception_of_difficulty.php

So I think that with this song the evaluation of the game can improve.

The game gets more frantic later. This start only introduces the puzzle logic. Think that with 6 or 9 screens to rearrange and other mechanical: blocks that break, lifts, enemies, bombs, etc. may become more challenging.  But I did not get far without evaluating the reception of the game.
« Last Edit: February 21, 2016, 07:42:47 AM by Gurigraphics » Logged

Gurigraphics
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« Reply #5 on: February 21, 2016, 07:48:58 PM »

How do you deal with haters? I test a mirror:

Quote
The game is kinda subpar. Dying is handled badly. Ending the level is handled badly. Tutorial is handled badly. Another game already did what you're trying to sell as your game concept, except they didn't make it garbage.
Aside from that, I don't know what to say. Try to make your game original or something, dude.
gurigraphics responds:
Quote
Your comment is also well below average. Try to say something more original in next time, dude.


But they advised me not to do this:

Quote
I'd suggest ignoring posts like that.  You won't change their mind and you'll just make yourself look bad.

Then I deleted. Really will only irritate him.

« Last Edit: February 26, 2016, 04:27:28 PM by Gurigraphics » Logged

Bluebutton
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« Reply #6 on: February 22, 2016, 05:31:16 AM »

Haters come with the territory. I've made a lot of games and my advice would be to take each of them of at least some value. Somebody opened up reply, typed some words, and hit the post button. They spent a tiny itty little bit of their lives responding to you in some way.

Strip apart any negative comments and see if there is any value, truth or incite to them. If there is act on it, if there isn't forget it and move on. Everybody is entitled to their opinion, a lot of people have incorrect opinions.
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Gurigraphics
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« Reply #7 on: February 22, 2016, 06:29:26 AM »

Quote
Somebody opened up reply, typed some words, and hit the post button. They spent a tiny itty little bit of their lives responding to you in some way.

True. This type of response may make more effect:

Quote
The game is kinda subpar. Dying is handled badly. Ending the level is handled badly. Tutorial is handled badly. (...)
gurigraphics responds:
Quote
Thanks for posting that.

« Last Edit: February 26, 2016, 04:28:04 PM by Gurigraphics » Logged

Gurigraphics
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« Reply #8 on: February 23, 2016, 10:33:59 AM »



Update 22/02/16 - version 0.3
- Fix slide
- Fix tutorial
- Fix difficulty
- Add elevator
- Add hater

« Last Edit: February 26, 2016, 04:22:34 PM by Gurigraphics » Logged

Gurigraphics
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« Reply #9 on: February 26, 2016, 04:32:14 PM »

Update 0.6 - 25/02/2016

- Add tutorial



Update 0.7 - 26/02/2016

- Show level
- Fix controls
- IndieDB icon
- Facebook icon
- Add level 7

Before



After




Demo Online:

Newgrounds
http://www.newgrounds.com/portal/view/670861

Kongregate
http://www.kongregate.com/games/gurigraphics/turnland

Facebook
https://www.facebook.com/Turnland-455660381293770


http://www.indiedb.com/games/turnland
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Gurigraphics
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« Reply #10 on: February 28, 2016, 09:49:03 PM »

Turnland was an study that I decided expand. To move forward with the development I need:

- Create a behavior, system or extension for automate teleports between scenes.
- Create a behavior, system or extension for automate  teleports stones.

Because it is being increasingly time consuming and confuse to create the stages one by one.

This means redoing the game from scratch.

The metrics that I have:

Kongregate
Plays: 358
Rating: 3.16
Time: 7 days

Newgrounds
Plays: 4,597
Rating: 3.0
Time: 9 days

I do not know if with more stages the game would have a better rating.
I know that the bad rating is mainly due to the bugs of first versions.

Anyway, I think these data are sufficient to establish that this is not a game much sought by players.

Another problem is that it is not a game that is played more than once.
What, for a web game, means fewer visits.

Perhaps the option to players create your own puzzle for others solve can boost the number of plays. And the effort to it, can bring more results than insert enemies, boss and more scenes.

I think the solution is this, or try another game.

Does anyone have an idea?
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