Rebound (Beta)

Show us your completed creations made in Construct 2

Post » Wed Jul 23, 2014 2:03 pm

Music is nice!
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Post » Wed Jul 23, 2014 9:19 pm

Thanks!
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Post » Sat Jul 26, 2014 5:19 am

v2 update! I uploaded a new build of the game. You can follow that same link in the original post to play it.

The biggest change is that enemies now respawn in the Prairie world. My plan is to continue doing this throughout the game, but I wanted to get some opinions on how it works early on. I'm guessing this will make the game a bit harder. I would love to hear your thoughts on the difficulty, because it's a challenge to gain perspective on that aspect of the game. (When you've been working on something for a while, it's nearly impossible to view the project with fresh eyes).

Another change is that now, if you press the "v" button during normal gameplay, you can view the game's fps and version number.

There were a few other minor changes. In this version, dialogue screens appear and disappear more quickly. As per troublesum's suggestion, I'll probably add a "skip dialogue" option in the future. But for now, this small change makes reading text a little less tedious.

A quick question: has anyone made it past the Prairie levels yet? I worry that people's first impression of the game is underwhelming, and I would love to address any issues that are preventing players from progressing to the other worlds.

As always, thanks so much for playing!
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Post » Sat Aug 16, 2014 2:03 pm

Image

I uploaded v3 of the open beta last night.

New this version: enemies now respawn after you die, each world has new parallaxes, and you can skip dialogue by holding the "Esc" key.

As usual, any feedback would be most helpful! You can play Rebound here: http://micahjones.info/?page_id=712
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Post » Sun Aug 17, 2014 7:26 am

Just played, but it's difficult to stomp on enemies sometimes.

Anyway, I like the graphics and musics. :D
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If you play Puyo Puyo games, you can meet me at the Puyo Puyo English Community Discord: https://discord.gg/0k41S8ARwvY2iTIQ
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Post » Sun Aug 17, 2014 8:28 pm

It can be tricky at first, getting used to the rhythm of the bouncing mechanic. Hopefully it wasn't giving you trouble in a buggy way. Did you play it in Chrome, or another browser?

In any case, thanks for playing!
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Post » Sat Sep 06, 2014 9:48 am

Just beat it.
Wow! My new favorite game, will be following closely.
I didn't notice it was a beta, I've seen 2D steam releases that are shorter than your beta.

I originally had an idea for a challenging platformer in which the player can keep momentum by bouncing off of everything, then I stumbled on your game and you implemented exactly what I was thinking of. I will still proceed with my game and it will branch off in a different direction to become it's own creation. I'm not worried about perfecting the mechanics, but I can only hope it ends up with even a small fraction of the atmosphere, pacing, and polish of your game.
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Post » Sun Sep 07, 2014 6:13 am

Cool! Thanks so much for playing.

I would love to play your game whenever you're ready for people to see it. Is there a devlog I could check out?

Again, thanks for giving Rebound your time. As far as I know, you're the first to reach the end.
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Post » Sun Sep 07, 2014 10:57 am

Thanks! I thought I'd leave more detailed feedback.

My feedback:
-Level select from the start or unlocked earlier. As a player I couldn't get a feeling for how long the game was and there was no stopping after 3+ worlds. I couldn't tell when it would be safe to take a break or how long the next level would be. Is the ship hub supposed to be the end of the game or just a milestone to continue with what levels are added?
-Options in main menu for full release
-More content/levels/gamemodes(like time trial) for full release.
-On the ship access my progress of collected secrets

All the above feedback are just nitpicky and no big deal, personally I find the game is PERFECT except the difficulty spike below is the only thing I'd change:

There was a particularly challenging part on the ice level that I think could stop a few players from continuing because of the sudden difficulty spike. There was a checkpoint before 3 screens of puzzles. You progress DOWN to get to the next screen. The first you had to jump (to the left) to reach the middle on top of a Crawmite and the jump activates a spikey-dude that falls to the (right) of you and enables you to go left and down to reach the next screen. The next screen is the large bounce-jump from left to right. The final screen is the puzzle with 3 spikey guys to trigger so that you can proceed.

Individually these puzzles aren't too hard but for 3 screens you can't make a single mistake. And the 3rd and final screen is a puzzle you have to slowly learn after each death AND THEN get back to it to try again to solve it. I couldn't tell you how to improve this issue or if it's intended, perhaps another checkpoint so we only have to go through 2 screens. I love working through these screens though, it was challenging. But the difficulty spiked out of nowhere, did I access a secret path?
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Post » Sun Sep 07, 2014 4:45 pm

Thanks for your feedback! This is super helpful.

Yes, I think you managed to find the most difficult part of the game. It's a semi-secret path to the blue crystal. But I get what you're saying about trying to figure out that third puzzle. I'll probably create a checkpoint, so people have a better chance of getting through it.

The ship hub is the last world of the game. From there, you either return to the previous worlds, or "send a transmission", which basically means triggering the end-game events. You can see where you've found all the secrets in the "Return to Earth" menu (indicated with a little star), but I'll probably need to make that a little more clear. And I'm certainly not opposed to showing the player's progress before that point. I'll sit down this week and think through menu stuff.

I have actually considered a time-trial mode. I think Rebound lends itself to speed runs.

In any case, thanks so much for your help!
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