Hüpfen - now playable in Scirra Arcade

Show us your completed creations made in Construct 2

Post » Thu Apr 04, 2013 6:35 pm

@tchem THANK YOU so much! I really appreciate it.

Hüpfen hasn't been received so well on the game sites (Kongregate, New Grounds, Game Jolt, Market JS) - most "gamers" don't get it, or think something is wrong with the graphics - lol. I had kind of lost heart in putting it out there any further. So it was very nice to read your comments.

Thanks again for trying the game and playing with an open mind!
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Post » Thu Apr 04, 2013 8:06 pm

@level1sb - Got to agree with what @tchem said - very creative and unique. Having said that, after reading the instructions and playing the game multiple times, I still have no idea what I'm doing. I think I understand the concept, but too many elements feel out of my control, leading me to "spam shooting" (the very thing you warned about).

I think a big part of that is readability. Don't get me wrong - I really like the visuals. It kind of has an indie 'zine quality to it that I really enjoy. But the "messy" graphics (for lack of a better term) combined with the speed at which things move makes it really difficult to plan any shots. I get the idea that the player shoots from the eyes in the direction he's facing, but I find the spinning is often so out of control, I have no idea which direction that is. It becomes very difficult to even keep track of the character, let alone which way he's turned. Is there a way to control the angular velocity of the character that I'm missing? Maybe something like a way to apply an opposite force while spinning to slow him down - might be kind of an interesting mechanic...

Another suggestion I would make is the possibility of adding (very) sparse colour accents, generally just when something particularly good or bad happens. As an example, I'm pretty sure I hit one of the doodle blocks with the photons, which should have turned it into a photon, correct? Or at least make it behave as one? Either way, I really didn't notice any discernible effect. If it had changed colour while it was charged, it might become more obvious to players that it was a good thing. It might also leave some interesting patterns when it draws to the canvas.

These are just suggestions, though (and probably not even great ones) - it is a really unique concept, and I wouldn't expect someone to stray too far from their vision just to appeal to the masses. Just be prepared for people to not "get it" though - that's a big part of any experimental artwork (which is what I would consider this to be). :)
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Post » Thu Apr 04, 2013 10:46 pm

@rogueNoodle WOW - thank you so much for the very thoughtful, in depth feedback! I totally appreciate you taking the time! Thank you!

I am so glad you got the "artsy" idea of the game. It really did start off life as a weird graphics thing - probably should have made it a screen saver - but then one thing lead to another and I thought there was an arcade game in there. lol But your comments about the "zine" feel of it - that's the biggest compliment I could get - THANK YOU, you totally "got it"!

You had some great suggestions. And they are things I considered at some point along the way, some I actually dropped because I thought it would have been more confusing! lol

[QUOTE=rogueNoodle] Is there a way to control the angular velocity of the character that I'm missing? Maybe something like a way to apply an opposite force while spinning to slow him down - might be kind of an interesting mechanic...[/QUOTE]

- Right now, no. You are at the mercy of gravity. Your idea is cool though. My "vision" was to develop this into a "platform" type game - if you can imagine - and part of that was using forces to control the Hüpfen character. I got it kind of working, but maybe it's something I could work into this version - something to slow/pause his movement, giving you a chance to clearly see where you are shooting. Hmmm...

[QUOTE=rogueNoodle]...doodle blocks...If it had changed colour while it was charged, it might become more obvious to players that it was a good thing. It might also leave some interesting patterns when it draws to the canvas. [/QUOTE]

- I did have a "flashing" charged Doodle Block, but that was not quite the right effect, and sheesh, made it look suuuuper insane (even for me!) But maybe something obvious, but subtle. Kind of like when you hit the "Big Buff Cloud" there is a bell sound, and the size jiggles.

I do have an (early) "color" version of the game, where the "Buff Monster" and "Big Buff Cloud" enemies refer to a kind of "street art" concept where they fight to "grey out" your color painting of the environment. Imagine all of those explosions being bursts of color "paint" and you get the idea. Problem was, I REALLY liked the Black&White look. But there's probably some middle ground there - you've inspired me to revisit that initial street art idea.

I guess what I should do is create a game with different "modes" - B&W, Color, Arcade, "Adventure" (oh and a mute button like some people have suggested - lol) - but that felt a little too grand for this little weird "casual" game. But, it's got me thinking.

Thank you so much for the feedback!
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