Random Generated Tunnel Chase

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Post » Fri Feb 22, 2013 10:58 pm

Hi,

I'm new to this. I'm working on my first game - escaping from a bad guy trough a random generated tunnel. The monsters' speed depends on the difficulty, tunnel width and it slows down depending on how sharp the curves are. Haven't put a lot of work in the appearance yet but just wanted to put this out here to maybe get a few opinions on whether it could be a game people would be interested in. Also suggestions for cool improvements, features, designs and so on are very welcome.

Game link: http://www.scirra.com/arcade/addicting-action-games/3415/tunnel-escape-beta

If you have the time, please do give an honest opinion on the gameplay.
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Post » Sat Feb 23, 2013 1:49 pm

Lol...that is one mad game...well done!

I think it would work better with standard 8 direction control though...
As the asteroids style rotate and thrust can make it a bit frustrating...

The harder difficulties are just crushing!!!
As long as I can move left, right and fire, I'm Happy...
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Post » Sat Feb 23, 2013 7:45 pm

I kind of like the idea of an "Asteroids Chase" type game - there's some cool opportunities for that. But make that damn enemy monster SMALLER! lol - give us a chance to avoid it!

Maybe make a group of (small) enemy ships that have followed you into this "trench" and you can turn around and shoot them. I kind of see a Star Wars type canyon run thing - with targets to shoot (ion cannons) as you navigate towards the end "goal" for each level. But still using that "drifting" feeling of the Asteroids controls.

I DO really like what you are doing with the camera. Seems like there is a zoom out or something? Cool. Good job.

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Post » Sat Feb 23, 2013 9:21 pm

Thanks, I have it set so that the faster you move, the further away it zooms and it scrolls towards the movement direction.

Smaller enemies are actually a pretty good idea, since there is the pathfinding behavior now. I think I started creating this before it was released and that's why I didn't even consider going trough the trouble of making more than one enemy to chase me trough the thing.

I tried different player movement types like car and 8 direction, but these didn't feel as unique and challenging as the asteroids one in my opinion.

Thanks for the tips and feedback! I'll start learning the pathfinding behavior, find a way to create more than one chaser and try our different firing mechanisms. Hopefully I'll manage to put up an update sometime early next week.
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Post » Sat Apr 06, 2013 7:20 pm

Update:

Long time has passed since I last posted on this forum but I finally found some time to play around, designing the game and making it a little more playable!

I decided to get rid of the arrow controls and use mouse controls instead. Now it is such that your mouse click accelerates the Player towards the angle between the cursor and center on the orange controller circle.

I also made the game a lot faster so there would be less floating around and now it's more about reacting even faster to the upcoming curves.

Finally, I played around a little with designing the player and the chaser. I am fairly happy with the player model, although I could add different animation frames for collisions, getting almost swallowed by the Blob and so on.

The chaser is still very raw and I could completely change the design. As for now it's a big blob with some wavy effects on it.

I hope you enjoy the game and let me know what you like and don't like about the game! :)Leeow2013-04-13 08:55:07
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