High Action Platformer/Shooter (Alpha Version)

Show us your completed creations made in Construct 2

Post » Mon May 13, 2013 11:39 am

Hi guys. I just submitted this game for Kongregates "Game In Ten Days" contest. I really want to continue working on it, adding more levels and features and a story, so I'd like some feedback on my current progress.

Click here to play.

My current plans include improving the art, environment and UI, balancing the weaponry a bit better and perhaps adding a few more weapons, and designing easy to play levels that ease you into a really challenging experience.

From this short demo, I'd like to hear what you guys like and dislike the most about it thus far, and what kind of things you would like to see added/changed and ect from the game.
Thanks and I hope you have fun.Sushin2013-05-13 11:41:11
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Post » Mon May 13, 2013 6:29 pm

That was fun!
You could think of some RPG elements, or if you would go another path, make it a multiplayer game :0
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Post » Mon May 13, 2013 6:35 pm

I love tiny sprites, you probably limit physic, this current physic could take a lot of performance loss.Joannesalfa2013-05-13 18:36:41
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Post » Mon May 13, 2013 7:00 pm

[QUOTE=Rory] That was fun!
You could think of some RPG elements, or if you would go another path, make it a multiplayer game :0[/QUOTE]

Oh, I think it would be cool to have a multiplayer version of the game, VS or co-op, but that is something Construct 2 will have to help me out with.

[QUOTE=Joannesalfa] I love tiny sprites, you probably limit physic, this current physic could take a lot of performance loss.[/QUOTE]

That's true. The bullets are all physics objects and I think it lags the game especially when there will be a lot of enemies on the screen. I think what I will do is just delete the dead bullets immediately instead of having them hang around for a few seconds.
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Post » Mon May 13, 2013 8:34 pm

That was nicely done, congratulations! Hope you keep improving it!
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Post » Mon May 13, 2013 11:34 pm

really cool game concept, the enemy AI is very well done
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Post » Tue May 14, 2013 4:45 pm

Thanks for the comments. Anything negative is more than welcome. I encourage anyone to speak their mind if they don't like the game and if there is anything I can do to fix it.
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Post » Tue May 14, 2013 5:18 pm

Madness. I'd optimise it though as the framerate fluctuates too much when busy...
As long as I can move left, right and fire, I'm Happy...
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Post » Wed May 15, 2013 9:57 pm

To start, it's pretty awesome! I love the quick action and especially love the range of weapons. The AI is also really challenging and gives the feel of being an actual player hunting you down.

Feedback:
The tumble controls are a little choppy since the action reacts on the 3rd key press at times. Did you make it "On release"?

Personally, I'd remove the double tap "roll" function and maybe make it a different key in order to allow quick movement without sudden jolting of the sprite.

As I play it I'll add more feedback.
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Post » Thu May 16, 2013 9:56 am

[QUOTE=ephrisian] To start, it's pretty awesome! I love the quick action and especially love the range of weapons. The AI is also really challenging and gives the feel of being an actual player hunting you down.

Feedback:
The tumble controls are a little choppy since the action reacts on the 3rd key press at times. Did you make it "On release"?

Personally, I'd remove the double tap "roll" function and maybe make it a different key in order to allow quick movement without sudden jolting of the sprite.

As I play it I'll add more feedback.[/QUOTE]

Oh wow...It seems like you're right. I never noticed but for some reason tumbling left and right does take 3 keypresses. I'll look into that.
Thanks for the feedback.
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