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TIGSource ForumsDeveloperPlaytestingWindow Hater
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Brother Android
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« on: August 14, 2009, 09:19:37 AM »

WINDOW HATER

Based on a dream I had. i.e. I was playing this game in a dream.

ABOUT:
Window Hater is an arcade action game. You are Maximillian Q. Worthington, and you have hated windows for as long as you can remember. Something about their sheen disgusts you beyond all reason. So one day, when a MYSTERIOUS BOX appears on your porch, containing a JETPACK and a FLAME THROWER, you know immediately what you must do - set the world free from the scourge of WINDOWS once and for all.

HOW TO PLAY:
Left and right arrows to move.
Up arrow for jetpack.
[z] or spacebar for flame thrower.
Enter to pause.
F3 to mute or unmute the music.
F4 to toggle fullscreen.

To win each stage, you must destroy all of the windows before the timer runs down. The time remaining at the end of a level determines how many points you earn for that level (100 points per second). Helicopters of different types will appear and attempt to stop you. Hitting an enemy bomb or missile, or falling off the bottom of the screen, will kill you. 10000 points will earn an extra life. There are eight levels. Windows cool down if you are not shooting them.

SCREENSHOTS:






DOWNLOAD:
the latest version is here: http://willhostforfood.com/users/J/Jabberwock/windowhater091.zip

Specifically wondering about whether the difficulty and difficulty curve are properly adjusted, and (most important of all) if the game is fun (is the current scoring system good, or does it not provide much incentive, as I fear? how satisfying are the window explosions?). And anything else you might want to comment on, of course.
« Last Edit: August 14, 2009, 06:27:24 PM by Jabberwock » Logged

moi
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« Reply #1 on: August 14, 2009, 11:39:52 AM »

The shape of those pixels remind me of old atari computers( 400-800Xl).

That's all I had to say at the moment Gentleman
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Zeke M.
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« Reply #2 on: August 14, 2009, 12:02:20 PM »

Personally, I would like a little more of a buffer for falling off of the stage.  My first couple plays, I died while trying to get the low windows on the second stage.  Also, it would be nice if there were a few window-shatter noises, that played randomly when you broke a window.  It got kind of repetitive. Maybe just a pitch modulation of the noise based on the window size..

Otherwise, fun.  Nice presentation.  On level three, the tiny windows you can rapid destroy, and stand while doing it, was very satisfying.  More raw carnage.
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ThetaGames
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« Reply #3 on: August 14, 2009, 12:08:15 PM »

This is a lot of fun, although very hard (I could not get past Level 5, which was the one with the large grid of windows in the game).  From what I've seen, the levels are very imaginative (e.g. the clock tower, the little windows on top of the building) and the "enemies" are varied and interesting.

Nice game, though!  I like the style.
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Adam94
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« Reply #4 on: August 15, 2009, 03:57:53 AM »

I really like this game! Smiley Smiley

Except do to the frustration it can cause, I TOO HATE WINDOWS.

It's a pretty unique weirdly cool idea too i think
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bigbossSNK
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« Reply #5 on: August 15, 2009, 07:39:24 AM »

The difficulty curve is smooth and the game is fun. It'd be great if there were more levels, though.

Here's some suggestions:
Right now the scoring system is linear, you don't get a big gap between novice play and mastery. On the other hand, Window Hater is exactly the kind of game that begs for a combo-based scoring system. Finding ways to incorporate combos into my play strategy would be fun.
In short: add an in-game score counter, base score on combos as well as time left.

Because the main character and smoke are depicted in the same color, it can become difficult to distinguish where exactly the character is. This disorienting effect is exacerbated by those juicy explosions shaking the screen.
In short: change the main character sprite to a more stand-out color.

The gas helicopter in later levels lends itself to a deeper strategy: once it deploys the gas, set it on fire to heat up all the nearby windows. Of course, you also run the risk of setting yourself on fire.
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Brother Android
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« Reply #6 on: August 16, 2009, 03:05:55 PM »

The difficulty curve is smooth and the game is fun. It'd be great if there were more levels, though.
I was thinking about leaving it as-is, but I think I would rather create more levels - starting games is the hard part for me, not finishing them, so I may as well make the best of it - so you will probably get your wish. I actually wanted to do one with a stained glass window, but I didn't want people to construe this as anti-religious or something. What do y'all think? Also, if I add more levels, should they be interspersed with the existing ones, or tacked on to the end? Basically, should the game get much harder than it already does?

Quote
Right now the scoring system is linear, you don't get a big gap between novice play and mastery. On the other hand, Window Hater is exactly the kind of game that begs for a combo-based scoring system. Finding ways to incorporate combos into my play strategy would be fun.
In short: add an in-game score counter, base score on combos as well as time left.
I was thinking of doing this already; the game is well-adjusted for it. I know pretty much exactly how it'd work, too, so it shouldn't be too hard to implement. So a definite yes to this.

Quote
Because the main character and smoke are depicted in the same color, it can become difficult to distinguish where exactly the character is. This disorienting effect is exacerbated by those juicy explosions shaking the screen.
In short: change the main character sprite to a more stand-out color.
I meant to fix this in the last update, but forgot about it. You are far from the only person to make this comment. Smiley

Quote
The gas helicopter in later levels lends itself to a deeper strategy: once it deploys the gas, set it on fire to heat up all the nearby windows. Of course, you also run the risk of setting yourself on fire.
That is a very good idea, but I don't know if I want to do it because I think the player is inclined to hold down the fire button pretty much the whole time, and so if they were hit by the gas it'd be an automatic death sentence. I suppose they could adjust to it, though, and it is a pretty cool idea. I will think about it. I won't be able to work on this for a bit anyway, because of computer-related issues.

Personally, I would like a little more of a buffer for falling off of the stage.  My first couple plays, I died while trying to get the low windows on the second stage.  Also, it would be nice if there were a few window-shatter noises, that played randomly when you broke a window.  It got kind of repetitive. Maybe just a pitch modulation of the noise based on the window size..
To your first comment, yeah, I feel, myself, that it is somewhat unforgiving in that regard, so I'll add a buffer zone of a few pixels. And I tried having multiple window shatter noises (pitch modulated) that play randomly, but I did not like the way it sounded; I found it distracting. There are already three different shatter sounds, though, for different sizes of windows.

@ Adam94 - thank you; your enthusiasm is heartening.
@ Theta - if you think it's hard now, you should have seen the first beta release. Wink It's a hard game, yeah. I'm always pretty good at my own games, so I'm not sure quite how hard they are. I think I've adjusted this one to where I want it to be, more or less, though.
@ moi - yes, it reminds me of that, too.
@ bluej774 - the screenshots are older. I reversed those levels because I thought that the one with the wall of windows was only really very exciting when it had the blue helicopter, but I wanted to introduce said blue helicopter one level later for a smoother curve. So yeah. I'm glad to hear it's fun, though, and especially that you liked blowing up a certain thing, because the heart of the game is supposed to be that distinct gaming pleasure of destroying windows.

On this note, are the explosions visceral enough? Do they provide the player with basically a drug that will keep them playing despite the game's difficulty, just so they can see/hear/feel it one more time (and another after that, and another after that, etc.)? The whole game really revolves around that, and so I want to know if it's effective, and, if not, what the heck else I could do to make it so. I mean, it's a game about destroying stuff you shouldn't be destroying... I want to milk the guilty pleasure to its greatest height.
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bigbossSNK
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« Reply #7 on: August 16, 2009, 10:53:35 PM »

Quote
I actually wanted to do one with a stained glass window, but I didn't want people to construe this as anti-religious or something.
Not if I'm breaking this window. Wink

As for new levels, I vote for harder. You might also want to see what the most common cut-off point for people is, and add a level or two before that.

The explosions are very well done. It's pretty much nailed in terms of "oomf".

Some further suggestions:
I think the game has one glaring omission: window glare. It'd give me one more reason to hate them, if all the windows glared at me at the start of the level, as if to mock me, and continued to glare randomly if I don't show them enough attention.

If you want that movie kind of glass shattering sound, you 'll certainly find some mp3s of glass shattering in a free sound repository. Petri used free sound effects for his early games all the time.
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Martin 2BAM
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« Reply #8 on: August 17, 2009, 12:59:20 PM »

Quote
So one day, when a mysterious box appears on your porch, containing a jetpack and a flame thrower...

I shall love you forever   Hand Any Key WTF Hand Joystick

Just a bunch little comments:
The window break sound is too realistic. Maybe with a (low) bit resolution filter it can be more atarish.

The quake when breaking a window is too strong (specially noticeable on level 5) and also you being the same color as the smoke can get confusing on bright spots (like on the window matrix on level 5)

I love the difficulty, but the curve seems to have a spike on level 5.

Thanks for this great game and congratulations to the programmer.

Level 5.

-Martín

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Brother Android
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« Reply #9 on: August 20, 2009, 11:27:46 AM »

If you want that movie kind of glass shattering sound, you 'll certainly find some mp3s of glass shattering in a free sound repository.
I would, but I wanted the sound to be as lo-fi as possible... I mean, as-is, people's complaints seem to suggest that it is not lo-fi enough.
I shall love you forever   Hand Any Key WTF Hand Joystick

Just a bunch little comments:
The window break sound is too realistic. Maybe with a (low) bit resolution filter it can be more atarish.

The quake when breaking a window is too strong (specially noticeable on level 5) and also you being the same color as the smoke can get confusing on bright spots (like on the window matrix on level 5)

I love the difficulty, but the curve seems to have a spike on level 5.

Thanks for this great game and congratulations to the programmer.

Level 5.

-Martín


Thank you. And as for the difficulty spike, that was sort of intentional... I wanted getting past that level to be sort of a big mid-game hurdle. But maybe that isn't such a good idea.
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Martin 2BAM
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« Reply #10 on: August 20, 2009, 12:14:09 PM »

Awesome awesomeness

Heheh, Atari games were meant to be a kick in the nuts. I think it's cool to have a spike on level 5 if it's just a spike (level 6 reverting the difficulty a bit). It's sort of a boss stage.

Good luck!
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