[HTML5] Pixel War - Pixel Art Platformer

Show us your completed creations made in Construct 2

Post » Wed Feb 18, 2015 1:37 pm

I finished my new platformer! What do you guys think of it?

Play: HTML5

Link Updated! You sse now the changelog, screen shots and so on!


FEATURES

    Awesome pixel art (build with tilemaps)
  • Tornado Mode (destroy enemies and get a speed up with the tornado)
  • Time-Based Score System (The LevelScore is higher the less the needed time was)
  • LevelSelection with ‘ScorePerLevel’ feature
  • Weather Mode (Rain & Lightning, only first level so far)
  • 4 diffrent level elements (Ice, Metal, Stone, Sand)
  • Enhanced JSON saving method via WebStorage and Dictionary
  • Easy understandable code (well commented in the C2 project file)
  • Built in HD
  • Beautiful level design
    3 kinds of enemies
Last edited by AndreasR on Tue Feb 24, 2015 7:58 pm, edited 1 time in total.
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Post » Thu Feb 19, 2015 10:23 am

Things that doesn't work in my opinion (I tried it like 5 min):
- Player is too little in my screen. Try changing the "fullscreen in browser" setting in your project.
- When i first started the game every level was locked even if I could play the first level.
- That weather mode doesn't work very well. It also make the gui (buttons etc.) become dark and the level it's too dark. And It would be nice to hear thunder after lightning.
- Jump sound effect is a bit annoying. Turn sound effects volume a bit down.

However nice background music and I liked the "how to play" level.
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Post » Fri Feb 20, 2015 12:59 am

Hey @AndreasR

First of, the game worked well on my rig.
Got a large screen so i could see plenty, but fullscreen scaling (i am used to that) would be a great option.
When i started playing the sounds where off. (could be i just pushed the sound button without consiously perceiving it)
Graphics look nice "i like the mario style tail on the character".

On a metaphysical note:
First level i started collecting some coins and such. (did not check the how to play)
Then When all was collected i searched for a way out of level 1
So i looked around and found that blue orb, got it and pow next level.
Second level i got the question in thought: Why should i collect all those things if i can just hop on to the blue orb for the next level.
At my new task, i skipped the collecting completely and focussed on racing through the levels as quickly as possible.
After reaching the end of the game in 3 to 4 minutes i got the following question in thought.
"what was the point?'
If collecting did not reward me a new level, then collecting was not something i "needed".
It the blue orb was all i needed, then where was the challenge.
The level designs are very pretty, but i felt my playthrough was not worthy enough in comparishment to how the game looks.
It deserved more time than i could give it. (evendo i played to the end of the game)
But the not available sense of "need to do things to earn something back" overruled.

So i could just say "good game" but lacks challenge, but i'd rather tell u the "story" of my playthrough, because the graphics felt adventurous to me.
All i needed was adventure, but i kept searching for it, and did not find.

My conclusion: If a sense of adventure is what u would like to give to your players, add something "to do" in the game to make us spend time on achieving the right to go to the next level.
Like digging through walls, climbing ladders, finding keys, building a bridge, clearing a flooded area.
And such ;-)

Kind Regards.
Savvy001
Last edited by Savvy001 on Fri Feb 20, 2015 10:00 pm, edited 1 time in total.
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Post » Fri Feb 20, 2015 8:59 am

scarma wrote:Things that doesn't work in my opinion (I tried it like 5 min):
- Player is too little in my screen. Try changing the "fullscreen in browser" setting in your project.
- When i first started the game every level was locked even if I could play the first level.
- That weather mode doesn't work very well. It also make the gui (buttons etc.) become dark and the level it's too dark. And It would be nice to hear thunder after lightning.
- Jump sound effect is a bit annoying. Turn sound effects volume a bit down.

However nice background music and I liked the "how to play" level.


Hi @Scarma
Thanks for your feedback. The game works fine on my end. Have you tried to purge cache and cookies already?
Also there is a thunder sound. Just toggle sounds on. But maybe it's just a issue from your browser. What browser did you use?

Thanks!
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Post » Fri Feb 20, 2015 9:05 am

Savvy001 wrote:Hey @AndreasR

First of, the game worked well on my rig.
Got a large screen so i could see plenty, but fullscreen scaling (i am used to that) would be a great option.
When i started playing the sounds where off. (could be i just pushed the sound button without consiously perceiving it)
Graphics look nice "i like the mario style tail on the character".

On a metaphysical note:
First level i started collecting some coins and such. (did not check the how to play)
Then When all was collected i searched for a way out of level 1
So i looked around and found that blue orb, got it and pow next level.
Second level i got the question in thought: Why should i collect all those things if i can just hop on to the blue orb for the next level.
At my new task, i skipped the collecting completely and focussed on racing through the levels as quickly as possible.
After reaching the end of the game in 3 to 4 minutes i got the following question in thought.
"what was the point?'
If collecting did not reward me a new level, then collecting was not something i "needed".
It the blue orb was all i needed, then where was the challenge.
The level designs are very pretty, but i felt my playthrough was not worthy enough in comparishment to how the game looks.
It deserved more time than i could give it. (evendo i played to the end of the game)
But the not available sense of "need to do things to earn something back" overruled.

So i could just say "good game" but lacks challenge, but i'd rather tell u the "story" of my playthrough, because the graphics felt adventurous to me.
All i needed was adventure, but i kept searching for it, and did not find.

My conclusion: If a sense of adventure is what u would like to give to your players, add something "to do" in the game to make us spend time on achieving the right to go to the next level.
Like digging through walls, climbing ladders, finding keys, building a bridge, clearing a flooded area.
And such ;-)

Kind Regards.
Savvy001


Hi @Savvy001

Thanks for your detailed feedback. You can see your scores at the level screen.
hurricane_jack_3.png


The goal of the game is to collect as many items (to get points) and as fast as possible.
The score will be divided through the time, so how longer you need, the lesser is your score at the end.
Moreover if you collect hearts you get medals. You can see your level progress on the 'levelselection' screen.

So you have to decide, collect as many points (coins, hearts, killing bots) as possible or to run through as fast as possible, but then you will get low scores at the end ;)

But I liked your idea for a key unlocking the blue goal. I will add this for the next update :)
I also changed the game to fullscreen now and the dark weather/lightning layer is now underneath the Buttons, so they don't get dark anymore ;)
Just purge your cache and cookies and try again (if the game is still small).

Thanks for your feedback!
I really appreciate it!
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Post » Fri Feb 20, 2015 1:20 pm

Here from me:
1. hold down button, till power empty (just don't move), then release it. The sprite still in tornado state!
2. there's a floating spike. Is that what you want? or just a mistake?
3. some coin is impossible to collect. Is that what you want?
4. yeah like scarma said, first level is too dark.
5. when I finished the game, nothing happen. I though my browser not responding. Back to level select would be good.

that's all
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Post » Sat Feb 21, 2015 8:02 am

hi @ramagoi

Thanks for your helping feedback!

1) Thanks I'll fix this!
2) No it's not wanted, in which level did you find the floating spike?
3) Yes this is wanted
4) Fixed, just purge cookie and cache. The weather layer is now under the UI layer. Or is it still to dark at all?
5) You need to go to the blue goal, then you'll jump to the next level ;)

Thank you!
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Post » Sat Feb 21, 2015 11:45 am

AndreasR wrote:hi @ramagoi

Thanks for your helping feedback!

1) Thanks I'll fix this!
2) No it's not wanted, in which level did you find the floating spike?
3) Yes this is wanted
4) Fixed, just purge cookie and cache. The weather layer is now under the UI layer. Or is it still to dark at all?
5) You need to go to the blue goal, then you'll jump to the next level ;)

Thank you!


1. ok
2. see attachment. I found this on similiar stage.
3. ok
4. ok
5. I mean the last stage, the screen become dark and nothing happened while the other stage before is go to the next stage, and timer still running.
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Post » Sat Feb 21, 2015 4:27 pm

Hi,
I made a lot of changes and added a story. I also fixed all mentioned malfunctions ;) So let me know what you think now (note, purge cache and cookies first or use private mode at your browser)

Thanks for all of your feedback so far! It helped me a lot :)
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Post » Sun Feb 22, 2015 4:20 am

Ah, I remember that pixel art background from Last Blade 2. It was always one of my favorites. I have it in my pixel art game backgrounds collection.

You are planning on replacing it with your own eventually right? If not for copyright reasons (assuming you want to make money from this), but at least for a consistent style throughout.
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