No More Probes - Survival/RTS - [Greenlit]

Show us your works in progress and request feedback

Post » Wed Nov 12, 2014 2:10 pm

@Kouji San

I think, I know why this is happening. Will fix it tonight.

Regarding the auto-walk bug, I have tried to reproduce it, but nothing happened. Are you sure you are not stepping on the "Oil stain" obstacle? It has the effect that your feet get oily and you can't stop for a short time. You can track it by the small steps you leave when the effect is on.

@Inversion

Tonight I will investigate all of your feedback and will fix all of them.

Probes are hard to see during nigh by design as I want it to be risky to go outside your vision. There is an upgare to the generator ( the anvil ) which makes them visible during night and reveal their healthbars

Although I will think about making the visible for a short time as they warp in.

Thank you guys, will be posting an update tonight!
B
12
S
2
Posts: 60
Reputation: 845

Post » Wed Nov 12, 2014 11:00 pm

Update 1.22.03 is Live. Here are the changes:

- the game will make sure that you always start with at least 0 Junk. If you lose a level the next game will start with 0 Junk, if you won the collected amount will carry to the next.

- fallen satellite probes will now give you 20 instead of 10 energy when you collect them.

- fixed a bug where if you cancel the build order for Canartche-1000 ( the rc-helicopter ) you can't build no more.

- robots won't be able to hit the player if they spawn on top of him. 2 seconds.

- robots now create a red light during night when they spawn or are destroyed.

- added "GoBack" button to the temporary "Controls" screen. You can also yous 'Esc' or 'B' on gamepad.

- fixed a bug where you can hear the clicks in the "Main Menu" from previous pages.

- fixed a bug where you got stuck in building mode if you press build again.

- added functionality to "Settings" section in the "Main Menu" screen. You now can set fullscreen, turn-on/off sounds and music.

Thank you all!
B
12
S
2
Posts: 60
Reputation: 845

Post » Thu Nov 13, 2014 1:19 am

@atomoso

Very proactive about feed back, I like it.

Still an issue with the control screen though, I am still able to click the website and back button (the one from the title screen) through it.

ran into the issue of having what seems to be the proper amount of materials and not being able to build again.

NMP-C6.png


Right afterwards I was it also said "I need -1 Junk"

Not sure about this one either. Had 35 junk, and it told me I needed 8.

NMP-C7.png


Muting the game sound effects after the match is over would also be nice. As I type, I can hear about 20 probes mauling my dead corpse.

A glow on the lava at night might be kinda cool.


And finally, just to clarify, although I doubt it is necessary, my comments are in no way meant to be insulting, I very much like your game.
You do not have the required permissions to view the files attached to this post.
B
10
S
3
Posts: 46
Reputation: 820

Post » Thu Nov 13, 2014 8:29 am

@Inversion

Are you joking, I am more that happy about your comments. Keep them coming and thank you once more.

I've made a new build with the feedback you provided

1.22.04

- fixed the bug where you can click on 'back' and 'homepage' buttons once you are in "Controls" menu

- the game should tell you what exactly you need to build a gadget. Fixed the bug where the game told you it needed junk instead of processors

- probes will not be able to hit you once your health is 0 or below it

- lavapools will now glow in the night
B
12
S
2
Posts: 60
Reputation: 845

Post » Thu Nov 13, 2014 1:37 pm

@atomoso

Just checking. You never know.

I'll have my lady try it tonight, she normally does all my play testing.
B
10
S
3
Posts: 46
Reputation: 820

Post » Fri Nov 14, 2014 2:02 pm

Can please explain how you have managed to complete the level without gadgets ( turrets, helicopters ) I am not sure which build you have played as I just uploaded the "correct" one. Maybe you've visited the homepage yesterday as I was preparing it for you guys? Anyway pls give it another try and see if this is still the case. You have to download it again. ( for some reason it takes some time for the browser to detect the new version, so my best advice is to Download it again )


Well, I did use something to kill the enemies of course (even if I was thinking of killing them with the turrets that are sometime here at the begining. But I was like "okay, they're not spawning everytime so there must be something else.")
So basically, I just ran. I was running in the lvl for 10 minutes without knowing what I should do.
(All the waves of enemies were chasing me at the same time, it was pretty huge -and still running in a good frame rate by the way). And at a moment, something spawn, like, a power up or something, with laser beam coming from the sky, and it killed them all.

So I just finished the first lvl without digging anything or buying turrets and placing them in the middle.
That is not how I was supposed to do it isn't it? :D


I played your game again, and one thing that I noticed (and you know already I guess), is that, more tan being not intuitive, your game is haaaaard x3
You said you're playtesting by yourself, I think that's where it leads actually. I guess you know your game and how it works pretty well, so you must find the "tutorial without turial - first lvl" really easy.
But I can barely finish it.
Specially for a first lvl, it really need to be the basics, even if there's not for now a tutorial, you have to make easier level, and manage to place them in the good order so the player could learn thing step by step.
I dunno how exactly, but you could give the player a lot of health in first lvls for exemple, to make sure he's not gonna die and say "this game sucks" (Is there anyway to regain health right now? It'd be cool to have health spawning randomly when you're digging for exemple!)

Oh and talking of digging, I think, to make it more explicit that it makes the player earn some resources, you could add something like "+1" blinking around the current amount of resources when you're digging. Because it can feel a bit like "oh cool I'm digging... And so what? (If the player find out that he can dig, actually, ahah :p )

I thought a bit about your "constructing turret thing". I saw you put something to stop the constructing, that's good. But escape key, man? Whhhhy? Ahah!
hm, what about
_You have to hold the key to construct and it stop if you stop holding the key
_You have to press the construct key again to stop constructing.
That would make much more sense I think.
Coming with this: What about a "construction progress bar" that would tell to the player if it's gonna take long or not. right now it feels like "Maybe I'll finish constructing before I die... Oh no."

I saw someone complaining about the oil tha makes the player slipping, because he thought it was a buggy direction thing.
And the reason why he thought that is simple: it feel like it is.
You may need more visual feedbacks to make this clearer (the oil following the player is quite not clear I think).
But it actually feels bad basically in the gameplay. Because it's just like, making the player move to the right for ever if he press the "move to right" key just once. There should be something to make the player going slower and slower if there's no imput, it would feel more real! :)

As your game is difficult, I didn't even pass the second level or been in more deeper gameplay, but it still feels nice although there's a lot to do here on ballancing, making things intuitive and everything else ^^"


Keep working! You doin' well!
I'll play it again when you'll add/correct some stuff again. :)
B
7
S
2
G
1
Posts: 51
Reputation: 679

Post » Sat Nov 15, 2014 2:09 pm

I agree with @regisRquoi on some points, but disagree on others.

I think the difficulty of the game is pretty good to begin with, games need to be difficult. Maybe tone down just a bit from the start, but the general difficulty is good.

I think the oil spill is fine. I noticed it looked like oil from the first time I saw it, slipped in it and figured it out right away, I think most players will.

As far as the building goes, I wouldn't mind seeing a progression bar. Either a small one right above the player, or a larger one somewhere on the GUI. Possibly directly below the health and junk indicator or right above the gadget buttons.

If you had a progression bar for building, then I think the cancel build could be as simple as moving. If the player is going to get attacked, their natural instinct is going to be to move.
B
10
S
3
Posts: 46
Reputation: 820

Post » Sat Nov 15, 2014 5:46 pm

@inversion:
I really like difficulty in games. But not from the begining like this. Maybe I'm bad player, but I feel like there is too much to learn in a single level.
Of course, maybe when @atomoso will add a tutorial, it will be an awesome first level. But in my mind there's too much information to get here and it could be a problem for some player. Of course there's a public for this too, and I'm sure a lot of people would enjoy being learning mechanics in the hard way. But you can lose players by doing this, it can be dangerous.

But I mostly agree with you!^^ (and moving to stop building might be a really idea cool by the way :) ).

For the oil thing. It's not that bad of course, and we're talking about details here.
The player will get that it's because of oil (at least after several times), of course. But it seems to me that the effect is a little bit weird, that's all ^^ (and I thought it may explain why someone thought it was a bug -but maybe I misread and nobody said that ? In which case it's all fine :p )
B
7
S
2
G
1
Posts: 51
Reputation: 679

Post » Wed Dec 17, 2014 1:16 pm

Really a great game!
Keep up the good work mate
B
12
S
3
G
1
Posts: 120
Reputation: 1,829

Post » Mon Feb 16, 2015 2:16 pm

Voted for you on Green Light - good luck!
A big fan of JavaScript.
B
74
S
20
G
69
Posts: 2,205
Reputation: 43,832

PreviousNext

Return to Works in Progress/Feedback Requests

Who is online

Users browsing this forum: No registered users and 1 guest