Axis

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  • Hello All,

    Instructions in the game.

    Currently one level, with 5 sublevels. Sublevel 5 is the 'boss'.

    All feedback, good or bad, welcomed. <img src="smileys/smiley1.gif" border="0" align="middle">

    Thanks, and Happy New Year!!!!

    Play Axis

  • Update - 0.04

    Updated Volume Control on Title Screen

    Added Sphere Spinner - [W] when active

    Minor Graphic Updates

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  • Cool!   <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Hey StonePaleAle,

    Nice game,good work first and foremost :)

    Was the game designed for fullscreen cause i have to say you had me squinting. This might have been lessened if the ball was a different colour to the barriers (a bright yellow/orange ball i think would make it easier to keep track of).

    Another issue (for me personally - not sure if others will share this) was the controls - I kept wanting to use my right hand! I do play fps's (and tons of games in general, so i am actually use to movement being with the left but for your game, short precise movement is a must - i'd think that most right handed players would feel more at home using the arrow keys for movement (or at least having the option to).

    Its actually perfectly designed for those original Atari controllers where you twist the top, i'd love to play it with one of those. :)

    The last of the constructive (i hope) feedback is on the boss when you hit the block it should change colour to show the block is weakening.. (haha - if thats what it was doing, i'll admit i didnt get passed it, tried 3 times tho!)

    Anyway its getting long and i dont want to end the post with criticism because you did so many things right, i like the block that periodically comes in and bars your progress, gameplay is smooth, graphics are bit small when not fullscreen, but still nice. Ive played a lot of pong style games, paticularly on the Amiga and this one is definately up to par.

    Well done.

  • Thanks guys!

    Yes. Initially I had it set for full screen, but had to remove it for the Arcade version.

    And I had to pull a few plug ins that I wanted to use as well.

    I did make the graphics smaller to account for the lack of screen real estate. I will see about updating the sphere color.

    I see what you mean by the controls. Most of the games I have played have used WSAD for controls, so that is why I implemented them.

    I will add in the arrow controls as another choice.

    The boss - I tried a few ways to indicate the remaining health without updating the graphics (I'm lazy, and not very good at it).

    My main testers, my kids <img src="smileys/smiley1.gif" border="0" align="middle" />, told me the same thing.

    Currently, the 'lights' flash quicker the more damage is done.

    Thank you very much for the feedback!!

    A few things I have on the to do list before making more levels are:

    Create more power ups

    Update graphics for power ups

    Fixing a few bugs

    Thanks again! Any other feedback is appreciated!

  • I reaaly like your game, especially for the gameplay and the difficulty.

    But I think that using the arrow keys rather than A & D keys would be a better thing, especially for those using an AZERTY keyboard!

  • interesting concept, sortve a multi-dimensional breakout/pinball thing happening.

    Seems pretty fun, though I have been encountering issues with the ball going off screen/disappearing, but then actions/audio continuing to trigger as if there is an invisible ball bouncing around... any ideas/had this before??

    Pretty rad though!

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