[Feedback Request] Platform Puzzler - Project Hex: GEO

Show us your works in progress and request feedback

Post » Sun Jan 04, 2015 2:14 am

EDIT: The version here is outdated. Accidentally kinda had 2 threads doing the same thing. So please refer to this one instead: viewtopic.php?f=180&t=118878 Thanks! :D

I got the main mechanics working for my game (I think), so I put together the first 4 levels of a demo. I would love all the feedbacks - The Good :D , The Bad :( , and especially The Ugly :evil: .

http://www.googledrive.com/host/0B1Aaz6 ... zg2M1lWeUE

Help a Genetically Enhanced Ostrich (okay, he's a blue box at the moment :roll: ) Float, Spit, and Burn his way out of an abandoned laboratory!

Artwork is placeholder and you might find bugs and all your typical disclaimers...

I'd love to hear everyone's thoughts. What did you like? What did you hate? Did you think it was fun? Did you finish it? etc..
Not looking for bug reports at the moment, but they couldn't hurt...

Thanks in advance!
Last edited by spacedoubt on Mon Jan 19, 2015 9:02 pm, edited 1 time in total.
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Post » Sun Jan 04, 2015 9:13 am

timing the jumps/floating was tricky. I think that could be improved, maybe an indicator showing when the floating would run out, or maybe if you made the floating more responsive it would be easier to control. That's the main thing that bothered me.
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Post » Sun Jan 04, 2015 9:34 am

I have to agree with the previous comments about the controls.

Also - it has the difficulty of something like VVVVV - that's alright, BUT - it also quite close up on the action so there are moments where you simply couldn't see the danger (like when you need to float before hitting some spikes). If that's the idea - dying to progress - it's all good, just a matter of taste - there have been games like that. But if not then it just feels like a "I designed this so I know how to get through it, haha!" sort of thing.

Perhaps it would make sense to either play this up (with some simply ridiculous unavoidable deaths (like a massive box falling from the ceiling and smashing through the floor together with you - on the next restart there's a gap there to jump over, for example). Or, perhaps, tone it down a little, like giving you a little bit of (invisivble) regenerating health - so if you just touch a spike it would hurt you and throw you back a bit - if you run straight back you would die, but if you are careful you'll be back to full health. This way if you dive into a spike pit you'll die anyway, but if you just walk into a spike (like at the very start) with the buttons - you'll just see that it hurts.

Another thing - depending on your approach - whether you want to make it fair or just "die to explore" - you could make deadly things more prominent - i.e. color-code or motion-code, so to speak - like make the spikes a different color, or make them pulse in and out (or, for example, make them rotating saws - it's a little cliche, but instantly clear that they are deadly). Thus making the player aware of the danger and not just memorising the levels.

A lot will obviously also depend on presentation. The initial version of Portal (Narbacular drop) looked very different, and, frankly, not too appealing. But see what came from it. A crazy laboratory of death is always a cool location, certainly more appealing than " green lawn run and jump game 9823" so if you play your cards right this could be neat.
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Post » Sun Jan 04, 2015 9:56 am

I liked the game but it is a little bit hard
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Post » Sun Jan 04, 2015 9:59 am

@Prominent Thanks! I was considering having a float timer and will definitely be tweaking the float control.

@Somebody Awesome feedback! Thank you so much! I do intend to make death a very big and fun part of the game. At the same time, I have a bad habit of the "I designed this so I know how to get through it, haha!" thing. heh. It's a fine line!

The camera scrolling needs some work which hopefully will help with some of the closeup problems.

I will definitely make sure to make the obstacles stand out when I get the real art/animations in there.

Wonderfully helpful feedback. I appreciate it a ton.

One question if you guys don't mind, I have an animation where the ostrich (player) turns into a balloon for the float.. would that + tighter camera scrolling make the float feel better, or is it just too hard to control?
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Post » Wed Jan 07, 2015 7:39 pm

spacedoubt wrote:@Prominent Thanks! I was considering having a float timer and will definitely be tweaking the float control.


One question if you guys don't mind, I have an animation where the ostrich (player) turns into a balloon for the float.. would that + tighter camera scrolling make the float feel better, or is it just too hard to control?



An issue I was having with the float was that it doesn't always trigger when you press jump+direction. jump strait up and float always works, but running jump works sometimes.

I can't seem to get it to work where the long shaft that you have to float up is. His float time is a bit short for that part.

Turning into a balloon that's slowly deflating would be a decent idea for a float timer. Would help engage the player to pay attention to counting the button taps.

Currently the float feels more like the poor Ostrich is trying to fly with his flimsy wings and just gets tired after too many flaps.
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Post » Wed Jan 07, 2015 8:11 pm

Thanks @Jermfire for the feedback!
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Post » Thu Jan 08, 2015 3:48 am

Hi @spacedoubt, I enjoyed giving this a quick work out. I am undecided about the camera movement - it felt well thought out, like a gentle lerp perhaps, but I didn't like the fact that my view continued to move long after I was standing still. Could be just me and maybe I just prefer to have the player bounded to a small area in the middle of a drag-able viewport.

I agree with the posts above as well. I made a game for LD29 that was accused of being troll-ish; I had to have a good think about what it meant... I think that this is similar in that sometimes the player can't avoid death because the you can't see what's going to kill you next / the float is about to run out / what's off screen but you have to decide to fall onto something to progress etc. Such hidden catches can prolong game play, but only if the player sticks to playing the game... Perhaps adding a map option could be the balance to such quick deaths, or offer power ups or death immunity so that the player has more control over where they're going to meet their demise next. I hope this seems fair?
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Post » Sun Jan 11, 2015 3:18 am

Thanks @Colludium ! Yeah, I worked really hard on that camera nonsense and finally just scrapped it. Using something much simpler now.

Thanks for the tips! Working on art changed how things work a bit.. It's coming along nicely! I'll probably post a new version for feedback gathering in a day or two.. Thanks everyone!
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Post » Mon Jan 19, 2015 11:10 am

Improve your camera setting. First level when the platform goes down the camera should be better. I have to guess when i have to jump. When i miss the second platform i can't call it back.
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