Bikosaur - 1.1.0 - Available on iOS, Android and web

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Post » Sat Feb 18, 2017 4:50 pm

Hey, Construct-ors! 👋🏼

Back in August 2016, I started working on my own infinite horizontal scroll game, called Bikosaur – A fusion of "Bike" and "Dinosaur", you got it!
Since August 18th 2017,I released the 1st version on web, iOS and Android.

You can play/download it here:
You can view top 100 leaderboard on game's homepage: bikosaur.com

Here is a quick video of the gameplay: youtu.be/jPOu7PCNx24

I'm really looking for some feedbacks, and hope you enjoy it.
Game is free, and without any ads. I plan to make some updates with (ofcourse) bugfixes, but also new features (like background changes, new enemies, new power-up items, some bike or dinosaur customizations, etc).

Title screen:
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1st game tutorial screen:
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Unicorn Steak power-up screen:
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Game Over screen:
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What's next
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I'm quite satisfied with this version.
I guess it's missing a few ideas, but I mean the game is playable, and has some challenge (due to its leaderboard) - which should be enough for you to have fun with.

Anyway, I plan some updates with bugfixes, and new features such as:

  • Switch to Construct 3, and make it compatible with;
  • Enhance leaderboard view (more results, better design, fix text character issues);
  • Add some sort of Levels (with different backgrounds and ennemies);
  • Add some bosses that give some bonus points;
  • Find a way to get some money back (random ads, in-app purchases, etc);
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Controls are:
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  • Desktop (PC & Laptop)
- UP arrow key to Jump. Press again to double jump.
- RIGHT arrow key to accelerate for a few sec. Only on the floor.
- ESC to open Pause menu, then you can click on buttons using your mouse for navigation.

  • Touch (Mobile & Tablet)
- A to Jump. Tap again to double jump.
- B to accelerate for a few sec. Only on the floor.
- Pause to open Pause menu

Thanks for reading.
I can't wait for your feedbacks.
Last edited by antoineguedes on Sun Sep 03, 2017 10:48 pm, edited 10 times in total.
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Post » Mon Feb 20, 2017 10:51 am

No feedbacks? 😢 I'm very open to any suggestions. 😉
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Post » Mon Feb 20, 2017 1:58 pm

Graphics and parallax is good. Jump is too high.
And it's unclear which sprites are obstacles nd which are collectibles.
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Post » Mon Feb 20, 2017 2:19 pm

The pixel art is very beautiful, lacking even a dinosaur animation, as well as reducing its size by 20% or 30%, in addition to reducing the height of the jump.
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Post » Mon Feb 20, 2017 8:58 pm

MPPlantOfficial wrote:Graphics and parallax is good. Jump is too high.
And it's unclear which sprites are obstacles nd which are collectibles.


Thanks! I spent a lot of time working on the design.
Probably too much, haha... 😅

Yes, this feedback comes often. I think I should definetly do something about that unclear obstacles.
I guess I will try something different for the design. Like everything related to background stuff won't get any borders at all. And keep everything that you can collide with with black borders.

guimaraf wrote:The pixel art is very beautiful, lacking even a dinosaur animation, as well as reducing its size by 20% or 30%, in addition to reducing the height of the jump.


Yes, I'm working on some animations for the dinosaur. Actually, I already made bycicle animations. I did it with 12 frames.
I'm now working on the dinosaur animations. Which take me a lot of time. But I will update it asap, and share it with you as well.

For jump, you're right also. I gave it a try, and by reducing it by 200 less the game is still playable and maybe more challenging. But still not that difficult.

For dinosaur size, I also get tons of feedbacks about that. I plan to reduce it from 240 to 200. I will reduce the hit box, also. Maybe I will have to put kitties a little smaller too.

Well, I will update the Alpha soon, and let you know.
Thanks a lot for your help. Much appreciated, guys! Hope you had some fun with it. :D
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Post » Tue Feb 21, 2017 12:33 am

Nice background and music :)

How does the level random generation work? Because its feels like holes are a lot more dangerous then the cats and stones are. Maybe add more holes, make the cats more dangerous or make holes less dangerous (by respawn the player with fewer hearts)?

I also like the details of fruits on the floor and leaves in in the top :)
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Post » Tue Feb 21, 2017 8:31 pm

risto wrote:Nice background and music :)


Thanks, mate!
Be sure to check LaffeTheFox's Soundcloud page. He has tons of other fun chiptunes around here.
He is working on his 2nd album at the moment.

risto wrote:How does the level random generation work? Because its feels like holes are a lot more dangerous then the cats and stones are. Maybe add more holes, make the cats more dangerous or make holes less dangerous (by respawn the player with fewer hearts)?


Well, I've set different difficulty levels depending on score amount.

Here is the actual logic (as of version 0.6.9):

Block = A pixel area. Actually, 80 * 12 = 960 pixels, in the following logic. Where 80 pixels is kind of my sprite Grid. Each sprites are based on that.
N = Nope
Y = Yep


Lvl 1 - 0 >= 100

Obstacles: N
Ennemies: N
Holes: N

Lvl 2 - 101 >= 400

Obstacles: Y - Every 2 blocks.
Ennemies: N
Holes: N

Lvl 3 - 401 >= 1000

Obstacles: N
Ennemies: Y - White and Brown, every 2 blocks.
Holes: N

Lvl 4 - 1001 >= 2000

Obstacles: N
Ennemies: N
Holes: Y

Lvl 5 - 2001 >= 3000

Obstacles: N
Ennemies: Y - Yellow and Red, every 3 blocks.
Holes: N

Lvl 6 - 3001 >= 4000

Obstacles: Y - Every 2 blocks.
Ennemies: Y - White and Brown, every 4 blocks.
Holes: N

Lvl 7 - 4001 >= 5500

Obstacles: N
Ennemies: Y - White and Brown, every 3 blocks.
Holes: Y

Lvl 8 - 5501 >= 7000

Obstacles: Y - Every 2 blocks.
Ennemies: Y - Yellow and Red, every 4 blocks.
Holes: N

Lvl 9 - 7001 >= 8500

Obstacles: N
Ennemies: Y - Yellow and Red, every 2 blocks.
Holes: Y

Lvl 10 - 8500 >= 10000

Obstacles: Y - Every 2 blocks.
Ennemies: Y - White, Brown, Yellow and Red, every 4 blocks.
Holes: Y

Lvl 11 - < 10000

Obstacles: Y - Every 2 blocks.
Ennemies: Y - White ad Brown, every 2 blocks & Yellow and Red, every 3 blocks.
Holes: Y

This is just a copy of cheatsheet notes I keep updated following game development.

I wasn't sure about the difficulty of holes. I was afraid: "Is this too difficult?", "Too easy?" - That's why I kept it as it is now.
But, yeah, definitely! The respawn thing could be fun. A close friend already gave me a nice design concept about, that I plan for a future version. And why not for its first release as well. ;)

risto wrote:I also like the details of fruits on the floor and leaves in in the top :)


Thanks! I took those design ideas from Rayman series, and Donkey Kong.
Tons of impressive parallax & background effects to inspire you.
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Post » Wed Feb 22, 2017 10:24 pm

Hi! It's a good start!
My first though was that the jump feels heavy and I don't think the double jump is a good thing, it makes the game too simple. Or maybe it can be a bonus to collect ?
I'm doing this in my game and I think it helps a lot :
https://www.scirra.com/tutorials/1048/p ... k-duration

Are you gonna do something with the apple as well? I though they were obstacle or object to collect.
Also I'm not sure about the utility of the speed boost button. I don't see a reason to use it yet. Or maybe I didn't go far enough ?(thinking about the holes)

Good luck! I'm waiting for the next update!
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Post » Thu Feb 23, 2017 11:26 am

antoineguedes wrote:Like everything related to background stuff won't get any borders at all. And keep everything that you can collide with with black borders.


It's definitely a way worth following.

Graphics is good and the animation of cats allows to believe that the dinosaur's animation also will be great :)

I think you should make the size of the dinosaur smaller as said above and instead of making jump height less I would consider adjusting gravity first and then make double jump a little bit lower.

It's not clear that you can destroy cats by jumping on them. I discovered this opportunity by accident when I was in this part of holes and cats running the same direction as dinosaur.

Maybe you should try to design some obstacles where it would be necessary and obvious to use speed up button because at this moment it seems needless. You've chosen quite difficult way of gameplay design. Usually in this type of game you have one button for jump/double jump and the second one for attack or slide down under some obstacle - such design makes it easier to achieve more challenging and diversified entertainment. But not everyone has to make it in this way and maybe you'll achieve good level of fun and engagement with your desing. Good luck! :)
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Post » Fri Feb 24, 2017 1:17 pm

antoineguedes wrote: Thanks, mate!
Be sure to check LaffeTheFox's Soundcloud page. He has tons of other fun chiptunes around here.
He is working on his 2nd album at the moment.


Thanks for the link, a lot of good stuff there!

antoineguedes wrote:Here is the actual logic (as of version 0.6.9):

I like the "level" approach to random generation, I used a similar version in a game I made. One idea for Bikosaur might be to change the probability of having the things appear, like instead of:

Lvl 2 - 101 >= 400
Obstacles: Y - Every 2 blocks.
Enemies: N
Holes: N

It would be like:

Lvl 2 - 101 >= 400
Obstacles: 50%
Enemies: 10%
Holes: 1%

Lvl 3 - 401 >= 1000
Obstacles: 5%
Enemies: 50%
Holes: 5%

In that way its possible to get a similarity control of the changes in the level, but it will also feel a little more unpredictable. And you can rise the probability of holes the more you progress, instead of just having it holes / no holes.

This approach might generate impossible levels, like holes + obsticles + enemies. So another approach might be to have static parts like now (mostly enemies, mostly holes, mostly obstacles ), but have hard and easy versions of the part which have a higher probability to show up the more you progress. I'm not sure if its clear...? Anyway, its interesting with different ways to generate levels :)

antoineguedes wrote: Thanks! I took those design ideas from Rayman series, and Donkey Kong.
Tons of impressive parallax & background effects to inspire you.


Yes, I really like the new Rayman games! I would say that they have among the best visuals in game play collisions (...?) or how to say it. Theres a lot of cool visuals, which also fits into the game play, I think :) I have not played the new Donkey Kong Country games, but they are definitely on the to play list.

Most of the times when I make games, its in a short time, like game jams, so I usually don't get to spend the extra time on details in the graphics. But I will try to think about a way to add more of details in new projects, because it makes a lot of difference :)
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