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TIGSource ForumsDeveloperPlaytestingMetal&Bones: Beath them all/physics based platformer
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Author Topic: Metal&Bones: Beath them all/physics based platformer  (Read 3814 times)
Eyon
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« on: May 14, 2017, 11:10:46 AM »

Hello everyone! So I'm working on a game for several months during my spare time. I'm out of school since September, I got my bachelor in digital arts. It is not my first game, but it's the first time I go that far in the development.
I work on this game alone.

Concept of the game:
So there is a war between two sides that last forever and the main character is the chosen one that can end it. The main character knows that he is playing a video game so his goal is just to enjoy it, but the more he plays the more the NPC's he talks to seem real. He will have the choice between play the story mode of the game or find secrets levels and try to figure out why the characters seem so real and who made this game.

Screenshots :





Video:
https://www.youtube.com/watch?time_continue=1&v=zGElBuG3UPA

If you play the game and want to help me make it better thank you, it really helps. Here is what I'd like to know:
- Is the game fun to play?
- Are you confused or annoyed by the design of the main character?
- Are the levels too easy? Too hard?
- Something else you think I should be aware of?

Here's the link to the game. It is playable in the browser so no need to download anything.

https://eyon.itch.io/worlds
« Last Edit: October 22, 2018, 12:51:55 PM by Eyon » Logged

Mobile strategy game in the browser: https://eyon.itch.io/agentsxmonsters
Twitter: https://twitter.com/Eyon_Patrick
AaronB
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« Reply #1 on: May 28, 2017, 08:45:17 PM »

- Is the game fun to play?
- Are you confused or annoyed by the design of the main character?
- Are the levels too easy? Too hard?
- Something else you think I should be aware of?

- I like the parkour aspect with the physics.
- Character animation needs more frames!  I think this will add a lot to the feel of the game.  Using the same key to attract and then repel just doesn't sit well with me. It gets confusing in the heat of the action. Maybe an action key combined with movement direction to dictate the force?
- The tutorial is good.  Maybe a bit wordy - you could probably give the same instructions with less words. I like the first levels although in most cases I could just run / jump my way through them without use of the force or combat (not necessarily a bad thing).

The first few conversations already have me intrigued  Hand Thumbs Up Right
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Eyon
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« Reply #2 on: May 29, 2017, 01:06:54 PM »

Thanks for the feedbacks AaronB. You're totally right for the animations of the character, I'm still trying to make the transitions between animations smoother so I didn't take the time to make them more fluid.
- Concerning the keys, I'm glad to know, I will think of different ways to use the powers.
- For the run thing, yeah I rather leave the choice to the player
- I wasn't sure about dialogues and the tutorials, so I'm happy it wasn't too bad =]

Thanks for the feedbacks AaronB !
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Mobile strategy game in the browser: https://eyon.itch.io/agentsxmonsters
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michaelplzno
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« Reply #3 on: May 31, 2017, 06:46:29 AM »

Hey, just fyi I managed to beat your demo without using the push ability once. Might want to tweak the difficulty or something.
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Eyon
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« Reply #4 on: May 31, 2017, 07:58:32 AM »

Quote
Hey, just fyi I managed to beat your demo without using the push ability once. Might want to tweak the difficulty or something.

Mmh okay, to make improve the game I'd like to know how you played! Did you managed to defeat the turrets men without using the push ability? Did you fight the soldier or avoid them?


« Last Edit: June 26, 2017, 09:35:36 AM by Eyon » Logged

Mobile strategy game in the browser: https://eyon.itch.io/agentsxmonsters
Twitter: https://twitter.com/Eyon_Patrick
Eyon
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« Reply #5 on: June 26, 2017, 09:38:46 AM »

Hey ! There's a new build with updated graphics ! You can see it in the video here:



Check it out =)

https://eyon.itch.io/worlds
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RogerBidon
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« Reply #6 on: June 26, 2017, 11:04:48 AM »

Just played it for the first time, I do'nt know about previous builds.

I love the scenario you pitched: play the game or discover that it is not just a game. Good base for a great story.

The attraction power coul be esier to use if attracted items stay attracted whe changing direction and jumping. It is unecessarily frustrating to not be able to do whatever we want with a small object or have to take time to move it bit by bit.

The jump height seems inconsistent at times. Most notably, jumping while walking a slope upward goes far too high.

Killing ennemies is super hard compared to avoiding them. You said you want to give the player the choice, but here the easy choice is to do a peace run. It is the inverse of the conventional "kill ennemies = normal / kill nobody = harder" so it is a little troubling. It is not helped by the fact that killing enemies give you a power that helps you to ... kill enemies. Maybe having a movement boost by killing enemies could allow to design an easy path with the movement boost and a hard path without.
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Eyon
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« Reply #7 on: June 27, 2017, 03:02:09 PM »

Thanks for playing Roger =)
Quote
The attraction power coul be esier to use if attracted items stay attracted whe changing direction and jumping. It is unecessarily frustrating to not be able to do whatever we want with a small object or have to take time to move it bit by bit.
I agree and I'm working on it. While attracting an object, if the player moves back the sprite will not flip, we will have a new animation of the character just walking backwards. I have to change the way the character move for a long time now but I always delay it that's why it's not done yet ><.

Quote
The jump height seems inconsistent at times. Most notably, jumping while walking a slope upward goes far too high.
I don't know exactly why it does that, I'll look into it for sure.

Quote
Killing ennemies is super hard compared to avoiding them. You said you want to give the player the choice, but here the easy choice is to do a peace run. It is the inverse of the conventional "kill ennemies = normal / kill nobody = harder" so it is a little troubling. It is not helped by the fact that killing enemies give you a power that helps you to ... kill enemies. Maybe having a movement boost by killing enemies could allow to design an easy path with the movement boost and a hard path without.
Thanks for this comment, when I first heard that the fights were too difficult I divided the life of soldiers by two. It apparently wasn't enough to make the player want to fight. I thought about this problem when I read your post and I'm gonna lower the high of the jump. This way it will not be possible to go above the soldiers. I'll try that and will trust you guys to tell me if the game's more challenging that way!
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Twitter: https://twitter.com/Eyon_Patrick
Eyon
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« Reply #8 on: July 11, 2017, 04:54:52 AM »

Build 3.0 is up ! =)
So I made some modifications from what you pointed out Roger Bidon. We can walk backwards when using the attraction power, the jump problem is almost solved and with the score the game should be more challenging =). Here is the list of the updates:

- Implementation of the Score and a Score panel at the end of each level

- Upgrade of the attraction power and a new appearance for it

- The character can walk backwards when using the attraction power​

- Upgrade of the pushing power, the character will really need his power to push objects around

- The level 5 is longer, we encounter Brownie sooner in the level and the dialogue has changed

- New trap in the level 5

- The level 6 is longer

- The problems with the super bar in the 6th level is fixed !

- The problem with the jumps is not perfect yet but better now.

- Turrets cannot hurt themselves with their own bullets anymore.

You can play it here: https://eyon.itch.io/worlds
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Twitter: https://twitter.com/Eyon_Patrick
Oats
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« Reply #9 on: August 01, 2017, 04:57:25 AM »

Hiya, I was playing and got an exception:
Code:
An error occurred running the Unity content on this page. See your browser's JavaScript console for more info. The error was:
abort(118) at jsStackTrace (MHwG_3.0_web.js:1:19549)
stackTrace (MHwG_3.0_web.js:1:19723)
abort (MHwG_3.0_web.js:3:30724)
Ohm (MHwG_3.0_web.asm.js:25:440592)
DGk (MHwG_3.0_web.asm.js:4:975858)
SRk (MHwG_3.0_web.asm.js:15:153748)
Mjj (MHwG_3.0_web.asm.js:4:64812)
Fbm (MHwG_3.0_web.asm.js:25:415601)
invoke_iiii (MHwG_3.0_web.js:1:345018)
zml (MHwG_3.0_web.asm.js:15:544348)
Fpl (MHwG_3.0_web.asm.js:15:573683)
H8 (MHwG_3.0_web.asm.js:6:838497)
G8 (MHwG_3.0_web.asm.js:6:838213)
M$a (MHwG_3.0_web.asm.js:12:620335)
L$a (MHwG_3.0_web.asm.js:12:619449)
vQb (MHwG_3.0_web.asm.js:10:791622)
Iub (MHwG_3.0_web.asm.js:8:874849)
NUa (MHwG_3.0_web.asm.js:12:274113)
Sma (MHwG_3.0_web.asm.js:11:262805)
Fma (MHwG_3.0_web.asm.js:11:253063)
ibm (MHwG_3.0_web.asm.js:25:412774)
dynCall (MHwG_3.0_web.js:1:7496)
browserIterationFunc (MHwG_3.0_web.js:1:39112)
runIter (MHwG_3.0_web.js:1:42193)
Browser_mainLoop_runner (MHwG_3.0_web.js:1:40658)
If this abort() is unexpected, build with -s ASSERTIONS=1 which can give more information.

I'm using safari on mac. It occurred when I pressed the "Next Level" button going from level 5 to 6. I reloaded the page, and selected level 6 from the menu and I got the same exception. I can play every other level but after 4 attempts it seems to be a consistent bug on my computer.

Onto feedback.
What I liked:
The character and world, the skeleton arm reaching out from the chest is a very unique concept, and it feels like the world could have a lot going on in it.

What I didn't like:
 The character is very stiff to move and the number of frames is only part of the problem, the player moves sluggishly, and when you jump it's very floaty.
As RogerBidon said killing enemies was tedious, and it was always easier to just go past them, it would be much more interesting if they had significantly less health, and maybe a  larger variety of attacks and behaviours.

edit:
Actually this seems quite relevant:


« Last Edit: August 02, 2017, 07:53:56 PM by Oats » Logged

eh
Eyon
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« Reply #10 on: August 03, 2017, 04:03:44 AM »

Thanks for playing Oats !
I noticed the problem with level 6, it occurred when I tried to load it in my browser. I don't know what the problem was but it'll be solved in the build 3.1 coming up this week.

Concerning the player's move, it's an issue I'm confronted to for a long time now. I watched a lot of tutorials, I tried different ways to make the player move but I can't find how to solve the problem.
So it's in the back of my mind, I'm not actively working on it for now but intend to solve this eventually. Thanks for sharing the video by the way, I'm watching it.

I lowered the soldiers health by 1/5. Now we need 4 hits to kill them. While attacking them they only have the time to hit us once or twice, sometimes they don't have the time to attack us. I fear the game will be too easy but I lowered it anyway, you guys will tell me when it's too easy I'm sure!
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Mobile strategy game in the browser: https://eyon.itch.io/agentsxmonsters
Twitter: https://twitter.com/Eyon_Patrick
Eyon
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« Reply #11 on: August 04, 2017, 03:13:57 AM »

Updates build 3.1:

- Scenario related dialogue at the beginning of level 5

- We can now attract objects without having to push them away right after releasing them

- Better Graphics on most character's pictures during dialogues

- Two more levels

- Introduction of a new character at the end of level 8

- The soldiers have 1/5 less life

- Introduction of level 2 soldiers

- You will have to find bullets across the level instead of gaining them by slaying ennemies

You can try it here: https://eyon.itch.io/worlds
« Last Edit: August 05, 2017, 01:20:00 AM by Eyon » Logged

Mobile strategy game in the browser: https://eyon.itch.io/agentsxmonsters
Twitter: https://twitter.com/Eyon_Patrick
Eyon
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« Reply #12 on: March 04, 2018, 02:07:16 PM »

Oh yeaah build 3.2 is out !

Updates build 3.2:
- Whole new tutorial level
- Better UX on the select level scene
- Better AI on the foot soldiers (I explain how here : https://www.patreon.com/posts/upgrading-state-17058027 )
- Improvement of the level design of level 6
- Improvement of the level design of level 4

Still playable in the browser =D
https://eyon.itch.io/worlds
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Eyon
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« Reply #13 on: May 01, 2018, 01:01:52 AM »



 Toast Left Yeaaah build 3.3 is online Toast Right

You can play it here : https://eyon.itch.io/worlds

I made a form where I ask some questions so I can get feedbacks. If you play the game please have a look Wink : https://eyon.typeform.com/to/hhh1nL
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Bober RS
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« Reply #14 on: May 10, 2018, 02:08:38 PM »

Two main problems I see concerning your game are:
- Physics: movement of the character is very rigid. It feels like a rectangle with some collider, blindly following left/right arrow keys. You can use A/D keys to move the character without animation - I'm not sure if it's some kind of leftover from debugging, but this is kind of what you feel playing the game. There are two possible solutions that come to my mind:
  • You could work more with character velocity and acceleration (I see that during about first 0.5 sec the x-velocity rises, then remains on constant level). Maybe holding up-arrow longer should make the guy jump higher?
  • You definitely need more animations: when the character starts to move, when it breaks into a sprint, when it slows down, when it gets hit (maybe even more! the animation should depend on where you get hit!). The animations don't need to have tens of frames - about 5 well-designed keyframes for each animation should do it.

- Graphics: I hope you intend to develop visual concept of the game much farther. Backgrounds and bitmaps of enemies look quite  neat, but the whole rest is just rectangles, circles and hexagons. It's ok if they are just placeholders for future textures. And some of the animations you have need to be more fluent, I think you know that already - just a bit more frames (the animation of jumping seems really chaotic: some shape appears for a fracture of a second, then turns into fixed pose).

When you deal with it, we can think about playability. I ran through all the levels just clicking jump/attract/push and nothing did really stop me. Some rectangles did fall, some enemies got angry - didn't care. You should teach the player that his actions draw consequences. Maybe you should even kill him if he does something wrong - you set up the rules.

Keep up the good work, I appreciate your passion. A long way to go from now.
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Eyon
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« Reply #15 on: May 11, 2018, 01:30:10 PM »

Thanks for the reply Bober RS ! It gave me a boost of motivation !
Physics: movement of the character is very rigid.
Yes I am aware of this problem. Actually I tried to solve it three times already. I tried to use addforce on the rigidbody but the character started sliding everywhere. I also tried the character controller but I wasn't satisfied with the result. I'm gonna put some effort on solving this.

Graphics
Yeah I have to find a good way to make tiles, without that the graphics won't be better =/ Concerning the animations good point, I delayed too much the time where I have to redo them. First thing I'll tackle once I improve the character's movements and the level design.

I ran through all the levels just clicking jump/attract/push and nothing did really stop me.
Yes it is quite a problem. I wanted to let the player decide if he/she wanted to run or fight, thinking that the promise of getting a high score will be enough to motivate them to fight. But apparently it doesn't work that way. I'll have to rethink the level design of all the levels, it's a lot of work but apparently it's necessary.

A long way to go from now.
Indeed, and I have a better knowledge on what direction to take now =]
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Mobile strategy game in the browser: https://eyon.itch.io/agentsxmonsters
Twitter: https://twitter.com/Eyon_Patrick
Eyon
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« Reply #16 on: July 08, 2018, 11:25:53 PM »

Heey fellers, the build 3.4 is playable =D Coffee


So it's not a major build in term of new features or levels, but it is quite gigantic in term of gameplay !

- first of all, level 4 is now neat, so If you played it before, make sure to play it again =D
- Second of all, the enemies are funnier to fight with.
- I putted more work into the sound effects
- Some juicyness was added

Have fun =D

To play the game : https://eyon.itch.io/worlds
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Eyon
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« Reply #17 on: October 22, 2018, 12:51:32 PM »

The build 3.5 is up !! I made little upgrades here and there. The general playing experience have been upgraded I think. You can test and tell me what you think  Smiley
https://eyon.itch.io/worlds
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Eyon
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« Reply #18 on: December 26, 2018, 04:14:05 PM »

Hello everyone! The build 3.5.1 is up ! We have a lot of changes :

- Better contrast for the tutorial level and the level 1, 3 and 4.
- New sprites and game objects to interact with
- New gameplay ability : we can stun enemies now!
- There is a menu when we click on "echap". We can easily restart a level or go back to the start scene.
- Better UI, texts are easier to read

As always you can play the game in the browser here : https://eyon.itch.io/worlds
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Eyon
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« Reply #19 on: March 15, 2019, 06:59:23 AM »

Hello everybody ! The build 3.6 is available.  Smiley
For those who have already tested the game, there are a lot of changes. In this build I tried to simplify the way the story is told, to only keep the best levels and get rid of the ones that are less good.
It means:

  • We have 4 levels instead of 8
  • Improvement of the whole experience of the tutorial level: better level design, less text, better introduction to the game, better colours
  • Rework of all the dialogues. The characters have more personnality, the player is more involved in the game
  • The level 4 is now the level 2
  • The level 7 is now the level 3. Better level design, damages balance and prettier backgrounds

It's playable in the browser, tell me what you think of it! https://eyon.itch.io/worlds
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Mobile strategy game in the browser: https://eyon.itch.io/agentsxmonsters
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