[Feedback Request] Toby's World [Platform Game Beta]

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Post » Thu Jan 29, 2015 8:55 pm

I could not get the link :(
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Post » Thu Jan 29, 2015 9:38 pm

@gillenew

If you want to try the Beta version, you have to join the Beta Communitie (you don't need permission to join):
1. https://plus.google.com/communities/117 ... 5976699165

After that you can install the Beta here:
2. https://play.google.com/apps/testing/co ... .tobyworld
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Post » Thu Jan 29, 2015 10:03 pm

Hey lolva,

It is very cute, I think you have used all of your assets well. I was floating around 40 fps, I haven't published anything yet to the playstore so I don't know if that is standard but if you could improve the fps somehow it would definitely improve the overall experience.

There is a couple of things that you could add that made the original mario feel more responsive. One of these is the speed run (perhaps you could adapt it to yours that after you have been walking in the same direction for a couple of seconds toby starts to speed up a little bit).

The second is the jump, the original mario had a great feature where you could tap the jump button for a hop or alternatively hold the jump button down to get as high as possible. I think a lot of people also felt that flailing the controller into the air as you jumped helped also but I don't recommend you add that to yours :)

All in all its looking very good.
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Post » Tue Feb 03, 2015 12:03 am

You developed Toby? When i saw Toby i remember that i saw him elsewhere but now i know where :-)
GDevelop:
http://www.en.compilgames.net/presentationEN.php

This is an playable example game.
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
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Post » Thu Mar 05, 2015 4:35 am

@Iolva

Yesterday I got a PM from you inviting me to beta test your game. I'm not really sure why you invited me. I don't believe I've responded to any of your topics but I am always happy to help out. I have played through the entire first world. Here are a few things I noticed:

What I liked:
    The graphics are simple but attractive. I think the theme and style suit the game perfectly.

    The signs used as an in game tutorial. Many games I have seen on this site miss this feature.

    You've got a good options menu giving the user just enough control over what to display. Again, this is a feature many newer developers miss.

    I like the different Toby friends that can be unlocked and how each gives the player a different benefit.

Possible Bugs: (None of these are game stoppers, just things that don't respond the way I would expect)
    The player is not bound to the view so, I was able to walk left off the page causing me to fall off the level and lose.

    The frog enemy in the first world can be touched sometimes without either injuring Toby or killing the Frog. This only seems to happen when both the frog and Toby are in the air and when the bottom of Toby does not first come in contact with the top of the frog or the top of Toby does not first contact the bottom of the frog. This can easily be tested by going to level 6 and when the frog jumps, jump through it. This may take a few attempts but I have been able to reproduce it multiple times.

Things I think could improve game play: (These aren't really bugs but would help the game keep my attention better)
    The game only works on 1 of my 4 Android devices. It works on my Android 4.4 phone whereas my Android 4.2 phone, and two Android 3 tablets cannot install it.

    Some of the tutorials don't really give enough information. For example, when I first picked up the laser, a new button appeared to fire it but my right thumb was covering it so I couldn't figure out for a short period how to use it. I tried touching the screen in the direction I wanted to shoot which of course did nothing. It wasn't until I moved my thumb enough to notice the new button that I learned how to shoot. It didn't take long but could have been avoided with just a little more information.

    The tutorial windows pop up every time Toby comes in contact with the sign. This is annoying and could be avoided simply by changing how to display the dialog. You could display a "read me" prompt when the player is overlapping the sign. The player would then be responsible to tap the icon to display the tutorial.
    I read a post where you said you could tell the game not to display a tutorial sign more than once. This could fix the above issue but I could not figure out how to do this in game.

    The movement, especially the jump and fall speeds are extremely sluggish. I would almost like to increase the speed to about twice that which the character currently moves at and increase jump/fall speed even more than that.

    When bumping a block with something in it, the item appears on top of the block. You could add a little more excitement simply by giving the item a bounce animation.

    The main menu says tap the "First World" but doesn't indicate which world is "First". I guess in most instances "First" would most likely be the farthest to the left but this might not be apparent to all players. Instead, you could do one of the following:
    1-Mark all planets as locked except the first and unlock each one as the player progresses.
    2-Gray out all planets but the first.
    3-Highlight the first planet.
    4-Prompt users to start on the Blue and Green planet.
    Personally, I think locking and graying out all but the first planet would be the best option. Then, unlock each planet as the player completes a certain number of the levels. Note: I assume you are already planning on locking levels in the live game due to some of the purchase options you listed to unlock levels.

I know this has been a long post but I hope you can get some help from it. I intend to continue playing through the game and will post again if I find anything else to report. Good luck with your project.
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Post » Thu Mar 05, 2015 6:15 am

@FragFather
Thank you so much for your review, you make me view my game from a completely different perspective
That's enough for now. Let me fix a few things and I will let you know tomorrow about everything you wrote

Thank you again :p
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Post » Thu Mar 05, 2015 3:29 pm

@FragFather has a lot of valid suggestions, and I would also like to add that I found it difficult to hit the middle blocks when there are 3 or more in a row. You have to line it up quite accurately, and even then it may not register.
You've done great so far, Iolva! Keep up the good work! :D
Be sure to check out my Metroidvania game, A Hole in the Earth
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Post » Thu Mar 05, 2015 3:40 pm

Hi
I'm glad that there's a lot of things you liked

But let's focus on the other ones :/

Bugs:
1. The player is not bound to the view
If I bound the player to the view the player could not jump higher than the layout size, so I decided not to use it, I thought that if you walk to the left with no reason you deserve to die haha :), but since you are not the first one to "complain" about that I will fix it

2. Enemies
I will fix it

Improves:
1. API Level
Android is so fragmented. First I was thinking in release the game for Android 4.0+ but there are way to much slow devices (even some devices running Android 4.2 are so slow). I tried to optimize the game the best I could but sadly it's not enough for those devices

I strongly believe that it is better not allow an user with a slow device to get the game instead of give a really bad experience for them and a bad rate for me
So, I believe that the only way to guarantee a good performance is asking for at least Android 4.4+ (but just for Toby's World, the next games are going to be released for Android 4.2+)

2. Signs
The game have signs with the "Do not show again" option, like the one that says: "TOUCH THE FIRST PLANET TO START YOUR ADVENTURE!", but I don't really thing that the way signs are shown during the levels are really a problem, besides there is only a few of them
And I will try to be more clear about the information displayed

3. Unlock Worlds
That's already done but during the beta testing I set every world and level unlocked
The worlds have a small lock on top of them and it will be removed after you finish the last level of the previous world, that way there is no confusion at all about which world is next

@FragFather I just want to said thank you for help me!
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Post » Thu Mar 05, 2015 3:44 pm

@ryanrybot I already know that issue, I will try to fix it!
Thanks a lot!
Last edited by Iolva on Thu Mar 05, 2015 3:46 pm, edited 1 time in total.
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Post » Thu Mar 05, 2015 3:46 pm

@FragFather @ryanrybot
Thanks a lot!
Let me know if there is a way to return the help!
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