Project Prototype - Requesting Feedback
Moderator: PC Supremacists
-
- Chaos Rift Newbie
- Posts: 34
- Joined: Thu Mar 28, 2013 1:02 pm
Project Prototype - Requesting Feedback
*****
Last edited by jmcintyretech on Fri Mar 18, 2016 10:08 am, edited 1 time in total.
- superLED
- Chaos Rift Junior
- Posts: 303
- Joined: Sun Nov 21, 2010 10:56 am
- Current Project: Engine
- Favorite Gaming Platforms: N64
- Programming Language of Choice: C++, PHP
- Location: Norway
Re: Project Prototype - Requesting Feedback
I like the concept. It was a fun game Played through all of the levels, and thought I should give you some tips on what you could do to improve the game.
(I'm just trying to help, not nag on your game. I like the game, and would like to see you make it even better ^^)
- It is too slow and easy. When a new level popped up, I knew what to do in ~5 seconds, but had to use ~1 minute (depends on the level) to actually do all the moves.
Maybe you could make the levels a little more complex, and/or remove the empty spaces; don't make me go on a 20 meters long road just to get a key, and then go back again.
The most irritating part was when I had solved everything on the map, and had to go 1-by-1 into the goal.
You could also try changing the movement speed around.
- I always forgot which number to press to control the "monsters". Maybe have a little number abow their head? Or maybe write [1] [2] [3] in the top left corner with the corresponding color.
- One time I got to the goal with one of them, but I actually needed him to do something I oversaw. I had to exit the game and start all over again.
It would be nice to be able to restart the current level.
- I don't see the purpose of the enemies. As of now, it's just a waiting game to pass them (make me use even more time on the map. But this time it's kinda OK, because there's a reason). By touching them, you only get teleported to another place (spawn). So they don't do much.
But I like the idea of having enemies in the game. It gives it a new touch.
What if they also left a fire/grass/water trail behind them, so to pass them, you'd have to clear it with a monster and hurry through, before he comes and replant the fire/grass/water. (You'd still get teleported if he touches you)
I really liked how you introduced us to the new elements (enemies, keys etc). And the first level did the game rules really clear, so I didn't have to suffer for not reading the instructions x)
(I'm just trying to help, not nag on your game. I like the game, and would like to see you make it even better ^^)
- It is too slow and easy. When a new level popped up, I knew what to do in ~5 seconds, but had to use ~1 minute (depends on the level) to actually do all the moves.
Maybe you could make the levels a little more complex, and/or remove the empty spaces; don't make me go on a 20 meters long road just to get a key, and then go back again.
The most irritating part was when I had solved everything on the map, and had to go 1-by-1 into the goal.
You could also try changing the movement speed around.
- I always forgot which number to press to control the "monsters". Maybe have a little number abow their head? Or maybe write [1] [2] [3] in the top left corner with the corresponding color.
- One time I got to the goal with one of them, but I actually needed him to do something I oversaw. I had to exit the game and start all over again.
It would be nice to be able to restart the current level.
- I don't see the purpose of the enemies. As of now, it's just a waiting game to pass them (make me use even more time on the map. But this time it's kinda OK, because there's a reason). By touching them, you only get teleported to another place (spawn). So they don't do much.
But I like the idea of having enemies in the game. It gives it a new touch.
What if they also left a fire/grass/water trail behind them, so to pass them, you'd have to clear it with a monster and hurry through, before he comes and replant the fire/grass/water. (You'd still get teleported if he touches you)
I really liked how you introduced us to the new elements (enemies, keys etc). And the first level did the game rules really clear, so I didn't have to suffer for not reading the instructions x)
-
- Chaos Rift Newbie
- Posts: 21
- Joined: Mon Jul 16, 2012 4:32 pm
Re: Project Prototype - Requesting Feedback
The hardest part about the game is having the patience to beat each level.
The concept is good, but to be honest the delivery is poor.
Pros:
EDIT:
I like this idea.
The concept is good, but to be honest the delivery is poor.
Pros:
- ∙The Concept
∙Multiple Characters to control
∙Adding concepts such as the enemies, spring, and key along the way
∙Little instructions
- ∙Fire, grass, water art
∙Slow movement
∙No real penalty for dying.
∙No puzzles or challenge to the game.
- ∙Speed each character up significantly.
∙Make levels get progressively difficult, along with making it fast paced.(Maybe blocks start moving and can crush the characters, or have the enemies start shooting.)
∙Give each level a name, and have it appear in the corner for a few seconds at the start of each level.
∙Make enemies chase after the character, at least something simple like∙Add movement animations to each characterCode: Select all
if(enemy.x < player.x){enemy.x++;} else if(enemy.x > player.x){enemy.x--;} if(enemy.y < player.y){enemy.y++;} else if(enemy.y > player.y){enemy.y--;} //really poor way to implement that, but you get the idea haha
∙Add attacks to each character so they can hurt the skeletons.
∙Make a menu so we can pick and choose levels.
∙Sound
EDIT:
I like this idea.
superLED wrote: - I always forgot which number to press to control the "monsters". Maybe have a little number abow their head? Or maybe write [1] [2] [3] in the top left corner with the corresponding color.
-
- Chaos Rift Newbie
- Posts: 34
- Joined: Thu Mar 28, 2013 1:02 pm
Re: Project Prototype - Requesting Feedback
*******
Last edited by jmcintyretech on Fri Mar 18, 2016 10:08 am, edited 1 time in total.
- dandymcgee
- ES Beta Backer
- Posts: 4709
- Joined: Tue Apr 29, 2008 3:24 pm
- Current Project: https://github.com/dbechrd/RicoTech
- Favorite Gaming Platforms: NES, Sega Genesis, PS2, PC
- Programming Language of Choice: C
- Location: San Francisco
- Contact:
Re: Project Prototype - Requesting Feedback
That was actually quite fun. I like the concept. It reminds me of the first game I ever made, which was influenced by Chip's Challenge. If you never heard of it, you should check out Chip's challenge, it's a great puzzle game. Good work on the prototype.
Falco Girgis wrote:It is imperative that I can broadcast my narcissistic commit strings to the Twitter! Tweet Tweet, bitches!