Icarus - Wave Attack

Show us your completed creations made in Construct 2

Post » Sun Apr 14, 2013 3:09 am

This is eventually going to be my submission to the Newgrounds Construct 2 game jam.

Today I finished up the art assets and have replaced most of the placeholder graphics with these new ones.

I'm looking for feedback, especially in the area of performance! My goal is to eventually turn this into an iOS game, but I'm a bit worried the number of objects on screen might make that kind of hard.

PLAY THE GAME HERE

First devlog here.

UPDATE: The full .capx to this game is now available in the Tutorials section! Just an update: the full .capx to this game is now available in the Tutorials section!

Wave-Based Space Shooter With Asteroids And AI EnemiesExcal2013-12-10 20:33:08
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Post » Tue Apr 16, 2013 2:53 am

This is a nicely polished game, and I didn't have any problem with it performance-wise from my laptop. It has a bit of a load time though (which may be even worse on some mobile devices), but other than that, it's great.
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Post » Tue Apr 16, 2013 4:48 am

Thanks!

The load time is something I am aware of but not sure how to fix.

I know Ashley says to not worry about optimization, but I believe I am at the point where I cannot ignore that anymore. The load time on a mobile device is ridiculous, and I need to start optimizing and learning some of these tricks that aren't written down anywhere.
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Post » Tue Apr 16, 2013 4:55 am

nice...me like.

good controls, well made graphics and you can blow up stuff. what more can you ask for...lol.
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Post » Sat Apr 20, 2013 1:37 am

Thanks to help from @philx and others, I believe touch support is now working. Please play this game on a mobile device if you can, and let me know your average FPS, device, and browser!

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Post » Sat Apr 20, 2013 5:04 pm

I'm glad you got the touch controls figured out. I enjoyed the game. Here are my comments.

  • It took about 4 minutes to download on an Iphone 5 over LTE
  • 30+ FPS (usually more)
  • The controls took a few rounds to get used to. It's probably because I've never really played a game using this control scheme. The first few times I played, it made the difficulty level seem higher than it was.
  • It was hard for me to get a look at the high score list since a new game would almost immediately start as soon as I died. I'm not sure if this happens because my finger was still on the screen, or I accidentally tap the screen one too many times. It might be worth waiting a second before accepting touch input on the high score layout


Good luck with the game!
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Post » Sat Apr 20, 2013 11:14 pm

Hi zatyka, thanks for your feedback!

Controls on a mobile game are one of the absolute hardest things to get right. I'll keep working on it if people think it needs tweaking.

I'll look over the highscores screen for the next update.
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Post » Sat Apr 20, 2013 11:32 pm

Hi Excal,

Just tested the game on my ipad 3. It took about two minutes to load, which might put a few less patient players off. Then again, its always a pity to have to sacrifice graphically quality. It's looking good, and plays smoothly. I did find the controls a bit awkward to start with, but once I got a bit more used to them they started to feel quite intuitive. Hopefully I'll be able to do a bit more testing soon, though I'm still trying to finish up my own game for the competition (I'm at the 'polishing and trying to hunt down game breaking bugs' stage).

Best of luck with it - it looks like a promising contender.
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Post » Sun Apr 21, 2013 3:15 am

Hi Dave,

Thank you for your excellent feedback! The load time definitely will put people off, and this is honestly why I question the viability of HTML5 games as a platform until Internet connection speeds drastically increase. Nobody will want to wait two minutes to play a game, whereas if they download an app, a two-minute download is perfectly acceptable. I intend on turning this into a full-fledged space shooter with a story after the game jam is over, but I won't be targeting HTML5 as a platform because there is little to no monetization possible with adless HTML5 games at the moment, and the load time is also a huge factor.

I noticed you are currently working on a board game. Would you be interested in collaborating on a project in the near future? Such as a turn-based strategy game? :DExcal2013-04-21 03:17:06
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Post » Sun Apr 21, 2013 11:39 am

Some people have complained that the game sprites on smaller screen devices (even the iPhone 5) are too small, so I've adapted the game to scale down if the screen size is 1136x640 (iPhone 5 resolution) or smaller.

I've also cut the game download by 2MB, according to Construct 2.

Please try on mobile and let me know what you think!
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