Fidget - Quick & Dirty (WIP)

Show us your works in progress and request feedback

Post » Fri Oct 07, 2016 8:06 am

Good morning!

I want to present you a game I am working on: Fidget - Quick & Dirty.
It is based on a game that I have programmed years ago in Java, but all the programming distracted me from playability and so the game sucked hard. Now I came in contact with Construct 2 and thought I can make that better. So here are the first 32 playable levels (of planned 48), play it directly:

http://noisefever.de/games/FidgetOneClick/
or @ Scirra Acarde: https://www.scirra.com/arcade/action-games/fidget-quick-dirty-11641

It's a One-Click/One-Tap jump'n'run game, designed for mobile devices, but working of course on desktops too. You can tap, click or press space to jump. Nothing more to do ;)
The game progress will be saved after each level. Be warned: the levels are short but hard. Very VERY hard! (Not from the beginning of course)
Either you'll love it or hate it - or both! :)

I'm looking forward for feedback and critics, how well it runs and on which device. Thank you very much!

Screen recording:
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Last edited by Noisefever on Mon Nov 21, 2016 8:53 am, edited 3 times in total.
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Post » Mon Oct 10, 2016 8:50 pm

Do nobody like it?
Or did I something wrong?
Or is the game just not attractive enough presented?

I can't believe that nobody like it! 5 of my buddies are literally addicted to it. And believe me, you don't play such a sadistic hard game just to please your buddy ;)
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Post » Tue Oct 11, 2016 2:56 pm

Well, first of all, there are no 'like' buttons here :) I played the first 10 levels and it works pretty well. The only thing I dislike are the almost pixel perfect jumps, like the gaps in level 8 and the tight hole in level 9, these are rather annoying than challenging. Maybe you can improve the graphics a bit, especially the font, but that's just cause I don't like the standard sprite font. Other than that I can only say it's a good game. It works fine and I found it fun and challenging.
A tip though: If you want people to play your game you must bring it to them. So uploading it to e.g. Scirra Arcade is a great start.
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Post » Tue Oct 11, 2016 6:32 pm

Thank you for your reply and feedback!
I thought clicking a link and playing directly would be enough service ;) But okay, I have added an Scirra Arcade link.

Yes, the font should be changed, you're right. I will do that later. Have to find a good and free one first.
Glad you like it overall! I will think about the pixel perfekt jumps and collect opinions about that. But actually the game will be much harder than that later... ;)

Regards,

Daniel
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Post » Sat Nov 12, 2016 8:42 am

Update 0.72:

- some minor graphical improvements
- 8 new levels
- online hiscore table
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Post » Mon Nov 14, 2016 7:50 am

Smooth play and cycle between fail results. I thought it was going to be an endless runner type - not my personal preference to time avoidance of an enemy by bouncing off a wall then bouncing off another one to turn around again. But maybe that's just me.

Quite slick overall, well done :)
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Post » Mon Nov 14, 2016 9:30 am

Thank you for your feedback!

Do you talk about Level 7 when you say "not my personal preference to time avoidance of an enemy by bouncing off a wall then bouncing off another one to turn around again"?

Then I have to admin that especially this level is suboptimal. I will look for a better solution to avoid this enemy!
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Post » Mon Nov 14, 2016 5:42 pm

I love how you use those effects & visual transitions through out the game, makes the game more lively. Very nice. Also, good music & 8-bit sound effects.

I felt like i'm playing those rage-quit platformer games (in a good way). But one thing: it's kinda frustrating when the character got bounced back if you hit a wall. (I know it's intentional,but still...) I kept dying on level 13.

Maybe making the jump more controllable will make it more enjoyable? like quick tap for short jump, longer tap for longer jump etc. Or double tap to change directions? (just an idea) :roll:
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Post » Tue Nov 15, 2016 6:43 pm

I like the idea you have going on here. I haven't had a chance to play the game yet but I'll be sure to try to give more feedback once I get a chance later.
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Post » Wed Nov 16, 2016 11:45 am

@Allen T:
Thank you for your feedback!
I'm afraid that it is too late to change the basic game behaviour, because then I have to redesign 40 levels. I thought about that longer-press-jump in the beginning and decided against it because the games that inspired me don't use it either. I guess because it makes things too complicated in this type of game. Btw: this type of game HAVE TO be frustrating - this is what makes the reward such a great feeling when you beat it! ;)

One of its biggest role model is btw Jack n' Jill: https://play.google.com/store/apps/deta ... .jacknjill
This game got me addicted me from the first second! I can't recommend it enough!
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