AsterMiner - 10 levels and Core mechanics - Indiegogo

Show us your works in progress and request feedback

Post » Wed Jan 21, 2015 5:58 pm

Tried it with the new controls and it's much better when it comes to that.

What follows is entirely subjective, just a warning:

I finished the first level, almost finished the 2nd one, got bored and closed the game. Everything is slow - your movement, the progress (first level seems like a training level, yet you need to pick up whole 50 of those energy orbs). The environment is very bland - maybe there's more later, but the beginning doesn't fill one with hope.

It used to be that you bought a tape, a cartridge, a diskette with a game, went home, installed it and then, since this was your one game for a while you gave it a real chance and, quite likely, excuse a great many shortcomings. Me and a pal spent probably weeks on beating Battletoads and Double Dragon on the NES - playing again and again and again to get through to the end. But today it's 2015 and one can get a dozen games a day, all for free so a game better wow the player right from the start and just escalate from there. Not necessarily with mad action, but with something - be it art, music or interesting gameplay.

In this sector I'd say Insanely Twisted Shadow Planet is the one to beat - an absolutely amazing game - it opens with a bang and only gets better. The environments while simple silhouettes are amazing, full of life and very nice to look at. There's constant gameplay evolution - it's basically a Metroidvania with a little flying saucer.

Not saying you need to be like it, but it has plenty of lessons to teach about being a cool space game.
B
19
S
6
G
7
Posts: 1,101
Reputation: 6,146

Post » Wed Jan 21, 2015 6:15 pm

@Somebody Yeah, I think I agree with you. it's something I'll have to work in though xP. I'm more of a slow pace kinda guy, wowing people is not really my thing. But I see your point and I agree. Today is really easy to get lost in the endless sea of games. And even though I think my game is "decent enough", something has to set it apart from the rest.
There is an endless-loophole here though; My indiegogo campaign is to fundrise money for the art. but it's hard to get people's attention without it =( Besides, the game I published was a prototype, not "THE GAME". was kinda hoping everybody would understand that xP. I'm currently working on making a better campaign too =)

Thanks for all the feedback everyone <3!

And if you can contribute or share this thing, please do so!! https://www.indiegogo.com/projects/asterminer
Last edited by Sargas on Wed Jan 21, 2015 6:38 pm, edited 1 time in total.
B
43
S
12
G
6
Posts: 446
Reputation: 6,802

Post » Wed Jan 21, 2015 6:21 pm

There are ways to make something neat without many resources - you could have hundreds of energy orbs to collect and make it dense with them so there's constant gratification. Add some small debris flying around that bounce from your ship. Add sparks when you crash into walls, etc. As long as most actions have reactions things get better.
B
19
S
6
G
7
Posts: 1,101
Reputation: 6,146

Post » Thu Jan 22, 2015 10:15 pm

Your glider can move backwards? Sometimes both steering are on. Insert an icon like the pause Symbol to open and close the map. I don't like to touch the Glieder everytime. When the ship collide with walls or exit level screen should shake. With only two steer engines in the front it doesn't work to rotate the ship. You need two behind. Left Front and right behind. Right Front left behind. Watch how the spaceships in star citicen steer!
Playable games:
http://jamesxxxyz.newgrounds.com/
Newest: Blue and red arrows
Latest update: Blue and red arrows

What you want in C3?
viewtopic.php?f=146&t=122050

Youtube: https://www.youtube.com/channel/UCLE7Ml ... /playlists
B
11
S
4
Posts: 281
Reputation: 1,543

Post » Fri Jan 23, 2015 6:15 pm

The levels felt very long.

Especially the first one, which didn't have much going on it makes people lose interest.

I suggest the first few tutorial levels being short and to the point of showing how to play, then you can introduce longer more varied levels.

Also, I feel like left and right should be inverted haha. At least an option to choose if it is or isn't.
I played on web version on my phone.
B
28
S
8
G
1
Posts: 226
Reputation: 2,865

Post » Fri Jan 23, 2015 9:12 pm

@Tylermon I'm currently working or improving a lot of things in the game. one of them, in fact, is to make the first level shorter, and the rest of the levels more interesting =)
I will add an option to invert the controls =)!
In a couple of days I will upload the new and improved version, It has a ton of changes and new features ^^
B
43
S
12
G
6
Posts: 446
Reputation: 6,802

Post » Fri Jan 23, 2015 11:11 pm

Hey, I think this is a really good start. You've got a nice little atmosphere going on and the way it all moves feels pretty tight. I must admit though, I kept wondering when I was going to get to shoot some stuff XD I agree about the first few levels feeling too long, you can step up the complexity more quickly than you're doing now - as Somebody said, the gameplay has to evolve as you play to really keep people interested, and it has to be more than just giving them new hoops to jump through.

Also @Somebody Battletoads? pshaw, in my day we had someone's older brother's copy of Citadel on the BBC Micro and we were happy dammit
B
15
S
4
G
1
Posts: 286
Reputation: 1,988

Post » Fri Jan 23, 2015 11:24 pm

thnx, and good luck
B
10
S
1
Posts: 54
Reputation: 677

Post » Sat Jan 24, 2015 12:08 am

@lolpaca @Tylermon @Somebody

Do you guys have any suggestions or ideas on how I could make the gameplay more interesting? I was kinda hoping I could get away with a no-violence game though xP, But I'm 100% sure there must a thousand ways I could improve what I have here
B
43
S
12
G
6
Posts: 446
Reputation: 6,802

Post » Sat Jan 24, 2015 10:11 am

I think you've got a good start - you're just maybe leaving too much space in between new challenges. For example, as far as I could see, the only new thing level 3 introduced (which is as far as I got btw) was those opening and closing doors. They should perhaps be after the first door on level 2. Try compressing it all a bit more like that, and then just keep playing and asking yourself "What would make this more fun?"

Maybe consider giving the ship new abilities past a certain point, if you haven't already. Doesn't have to be guns, but some way to make it more powerful and change the way the game is played.
B
15
S
4
G
1
Posts: 286
Reputation: 1,988

PreviousNext

Return to Works in Progress/Feedback Requests

Who is online

Users browsing this forum: No registered users and 11 guests