H�pfen - now playable in Scirra Arcade

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  • "non-WebGL" version of H?pfen now playable in the Scirra Arcade.

    PLAY H?pfen in the Scirra Arcade

    scirra.com/arcade/shooter/3312/hpfen

    Of course it plays really well in CHROME, but also plays really well in Safari and Internet Explorer (go figure!). It doesn't play so great in Firefox for some reason.

    Here's some screenshots of gameplay from the Safari browser.

    <img src="http://www.scobot.com/blog/wp-content/uploads/2013/02/Hupfen_Gameplay_Scirra_002.jpg" border="0">

    <img src="http://www.scobot.com/blog/wp-content/uploads/2013/02/Hupfen_Gameplay_Scirra_16.jpg" border="0">

    <img src="http://www.scobot.com/blog/wp-content/uploads/2013/02/Hupfen_Gameplay_Scirra_17.jpg" border="0">

    This is the "original" version uploaded on Jan 1st:

    Play H?pfen (original version) on Chrome Web Store here

    chrome.google.com/webstore/detail/h%C3%BCpfen/ganbendpbfjlnfbcckljaglfaadmoagm

  • Wow, the game runs really well in the Scirra Arcade on my iPad. Way to go Scirra!

    I was surprised because I have been trying for weeks to get decent framerates on my "preview over lan" connected iPad, so was psyched to see it work so well (better) "on line"! (made me think maybe I can stop working on that aspect for now!)

    Thanks again to Scirra for creating such an awesome tool in Construct2!

  • Here's a gameplay video of how it looks running in the Safari browser. (I had to tweak the artwork a little to work without the WebGL effects)

    [TUBE]http://www.youtube.com/watch?v=T7DCNujtuSE&feature=share&list=UUhxZ2dM4PgRzJ00Bwqj_zLw[/TUBE]

  • I don't understand what to do, but the game is beautiful. Maybe add some more explination in the instructions?

    Edit: It get's really messy after a while, can't see anything.

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  • I don't understand what to do, but the game is beautiful. Maybe add some more explination in the instructions?

    Edit: It get's really messy after a while, can't see anything.

    Hey thank you so much for the feedback and for playing the game!

    Sorry for the confusion (but isn't that part of the fun?) <img src="smileys/smiley1.gif" border="0" align="middle" /> In any case, here are the instructions from the "instructions" drop down menu on the Arcade page:

    • "Defend the ground by shooting the invading "Buff Monsters".
    • Your player icon is the funny looking "sun" thing with the smile, bouncing around. Photons shoot out from his "eyes" in the direction he is facing.
    • To fire Photons, press SPACE, or MOUSE CLK or TOUCH SCREEN (if you have a touch enabled device).
    • Do Not shoot the "Big Buff Cloud" or you will loose points. Be careful with your shots, don't "spam shoot". Try to time your shots and make clever bank shots.
    • Shoot the "Doodle Block" - the dark square thing bouncing around - to cause it to act as a Photon. It will loose its "photon power" if it passes through the Big Buff Cloud or Spawn Cloud (thing at top that spawns Buff Monsters).
    • Score more points than the "Buff Monsters" to continue play."

    Here is the in game "How to play" layout as well:

    <img src="http://www.scobot.com/blog/wp-content/uploads/2013/02/Hupfen_HowToPlay_Layout_000.jpg" border="0" />

    Hope that helps and that you will give it another try! I've found that shooting less, works a lot better (See YouTube video above).

    Cheers!

    -scobot

  • 100 plays!! Thanks everyone!!! <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Updated the icon - maybe that will catch people's eyes. I didn't realize it would be so small!

  • Updated the graphics for the March release (soon!) of H?pfen.

    Hopefully this will be easier for people to follow the action. I tried to keep the feeling/spirit of the original Chrome Web Store look, but also make it clearer. I also finessed some particle effects and rearranged the "how to" page.

    I will upload this new version to the Scirra Arcade once I get this off to Kongregate. Scirra Arcade would not let me upload with my current (stable) version of C2, it wants me to update to the latest beta. <img src="smileys/smiley5.gif" border="0" align="middle">

  • :level1sb

    H�pfen is so crazy,,, completely different and unique,, its good,,, very creative ....

  • tchem THANK YOU so much! I really appreciate it. <img src="smileys/smiley1.gif" border="0" align="middle" />

    H?pfen hasn't been received so well on the game sites (Kongregate, New Grounds, Game Jolt, Market JS) - most "gamers" don't get it, or think something is wrong with the graphics - lol. I had kind of lost heart in putting it out there any further. So it was very nice to read your comments.

    Thanks again for trying the game and playing with an open mind!

  • level1sb - Got to agree with what tchem said - very creative and unique. Having said that, after reading the instructions and playing the game multiple times, I still have no idea what I'm doing. I think I understand the concept, but too many elements feel out of my control, leading me to "spam shooting" (the very thing you warned about).

    I think a big part of that is readability. Don't get me wrong - I really like the visuals. It kind of has an indie 'zine quality to it that I really enjoy. But the "messy" graphics (for lack of a better term) combined with the speed at which things move makes it really difficult to plan any shots. I get the idea that the player shoots from the eyes in the direction he's facing, but I find the spinning is often so out of control, I have no idea which direction that is. It becomes very difficult to even keep track of the character, let alone which way he's turned. Is there a way to control the angular velocity of the character that I'm missing? Maybe something like a way to apply an opposite force while spinning to slow him down - might be kind of an interesting mechanic...

    Another suggestion I would make is the possibility of adding (very) sparse colour accents, generally just when something particularly good or bad happens. As an example, I'm pretty sure I hit one of the doodle blocks with the photons, which should have turned it into a photon, correct? Or at least make it behave as one? Either way, I really didn't notice any discernible effect. If it had changed colour while it was charged, it might become more obvious to players that it was a good thing. It might also leave some interesting patterns when it draws to the canvas.

    These are just suggestions, though (and probably not even great ones) - it is a really unique concept, and I wouldn't expect someone to stray too far from their vision just to appeal to the masses. Just be prepared for people to not "get it" though - that's a big part of any experimental artwork (which is what I would consider this to be). :)

  • rogueNoodle WOW - thank you so much for the very thoughtful, in depth feedback! I totally appreciate you taking the time! Thank you!

    I am so glad you got the "artsy" idea of the game. It really did start off life as a weird graphics thing - probably should have made it a screen saver - but then one thing lead to another and I thought there was an arcade game in there. lol But your comments about the "zine" feel of it - that's the biggest compliment I could get - THANK YOU, you totally "got it"!

    You had some great suggestions. And they are things I considered at some point along the way, some I actually dropped because I thought it would have been more confusing! lol

    Is there a way to control the angular velocity of the character that I'm missing? Maybe something like a way to apply an opposite force while spinning to slow him down - might be kind of an interesting mechanic...

    • Right now, no. You are at the mercy of gravity. Your idea is cool though. My "vision" was to develop this into a "platform" type game - if you can imagine <img src="smileys/smiley17.gif" border="0" align="middle" /> - and part of that was using forces to control the H?pfen character. I got it kind of working, but maybe it's something I could work into this version - something to slow/pause his movement, giving you a chance to clearly see where you are shooting. Hmmm...

    ...doodle blocks...If it had changed colour while it was charged, it might become more obvious to players that it was a good thing. It might also leave some interesting patterns when it draws to the canvas.

    • I did have a "flashing" charged Doodle Block, but that was not quite the right effect, and sheesh, made it look suuuuper insane (even for me!) But maybe something obvious, but subtle. Kind of like when you hit the "Big Buff Cloud" there is a bell sound, and the size jiggles.

    I do have an (early) "color" version of the game, where the "Buff Monster" and "Big Buff Cloud" enemies refer to a kind of "street art" concept where they fight to "grey out" your color painting of the environment. Imagine all of those explosions being bursts of color "paint" and you get the idea. Problem was, I REALLY liked the Black&White look. But there's probably some middle ground there - you've inspired me to revisit that initial street art idea.

    I guess what I should do is create a game with different "modes" - B&W, Color, Arcade, "Adventure" (oh and a mute button like some people have suggested - lol) - but that felt a little too grand for this little weird "casual" game. But, it's got me thinking.

    Thank you so much for the feedback!

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