TowerClimb Beta!

Chat about anything not covered in these forums, but keep it civil!

Post » Tue Feb 14, 2012 7:40 am

http://davioware.blogspot.com/

I've finally managed!Davioware2012-02-14 07:43:44
B
25
S
3
G
6
Posts: 1,197
Reputation: 5,620

Post » Tue Feb 14, 2012 7:53 am

Grats!
Image Image
B
161
S
48
G
90
Posts: 7,348
Reputation: 66,751

Post » Tue Feb 14, 2012 2:55 pm

bought my copy!
I've seen how much polish you put on your regular hobby type caps and minigames, can't wait to see what you do for a commercial title. I'm not going to be able to play until later tonight though. have to finish up my commercial project, as well.
Spriter Dev
B
87
S
21
G
12
Posts: 3,240
Reputation: 16,461

Post » Tue Feb 14, 2012 3:18 pm

Glad you made it, pity my bank account is completly dry at the moment and can't buy the beta. I'll have to wait until payday. How long the pre-order will last and will you change the price after?
ImageImage
B
25
S
6
G
8
Posts: 773
Reputation: 6,643

Post » Tue Feb 14, 2012 6:29 pm

Graphics look bad ass!
B
31
S
6
G
7
Posts: 140
Reputation: 5,983

Post » Tue Feb 14, 2012 11:47 pm

Got to 654 feet :)

The Good..
-Lots and lots of interesting effects
-Great music & sounds
-Lovely low-res graphics, although hard to read at times
-Challenging
-One of the extremely few commercial CC games I've seen. Congrats!


The Bad.. (well, maybe just things that bothered me a little)
-Weird controls and no way to customize them. Have you looked into using the input plugin at all?
-Very Confusing. I dunno what half of what I saw was or what I was supposed to do with it, and sometimes enemies would just burst out of thin air and kick my ass. After being so careful and planning all my moves for ~4 levels, that really pissed me off ^^;
-Entering the keycode and such was kind of weird. Could you not just use edit boxes?
-Inconsistent sounds. Some were very high quality and nice and others were obviously made with SFXR.
-Pressing space during the "Davioware" intro and the game over screen restarts the music

Anyway, I've only played it for about an hour, so I'm sure I'll figure everything out in time!

Kudos for making it this far ;)Tokinsom2012-02-14 23:49:25
Image
B
225
S
27
G
13
Posts: 1,774
Reputation: 18,024

Post » Wed Feb 15, 2012 12:10 am

Hey, congrats Davioware! I guess you managed to finish your game first out of the two of us. XD

Going to make a demo and video?
Moderator
B
88
S
32
G
33
Posts: 3,005
Reputation: 27,422

Post » Wed Feb 15, 2012 12:27 am

Where the LOOT. We need more LOOT.
B
18
S
4
G
1
Posts: 413
Reputation: 2,512

Post » Wed Feb 15, 2012 12:37 am

Hey, thanks for the detailed reply Tokinsom.

The controls will eventually be customizable, for now you can use joy to key to use a gamepad. And the game can be somewhat confusing for a newcomer; exploring the unknown as you venture higher is part of the progression and gameplay. I also thought pasting the code into the game would be easier since it's quite long.

Thanks for finding that spacebar bug too. :)
B
25
S
3
G
6
Posts: 1,197
Reputation: 5,620

Post » Wed Feb 15, 2012 1:45 am

These are my first impressions after a few games, I haven't yet grasped or mastered the game's entire system yet so I won't offer all of my thoughts as they are still developing, but I think my first impressions are still valuable.

The input/keyboard system doesn't feel very good. The controls don't feel streamlined enough, some of the inputs just feel meaningless and it weakens the immersion of the game, most notably how the shop has 4 keys to buy when you use none of those keys elsewhere and how there is a button to cycle through the inventory but does nothing else. I think the reason some the controls are bad is because you didn't want to pause the game while the inventory/shop are open, so you created additional inputs. Of course as you play more you also adapt to the way the input works and it doesn't become too much of an issue, but I still think it could be better.

My suggestions/thoughts about how it might be improved:
- The potion amounts in the inventory menu are unnecessary, the amount of potions is already displayed with icons in the bottom right corner of the screen. Couldn't the life bottle be shown there too?
- Is the inventory screen needed? If not, the 6 slot icons could be in a line at the bottom or something, which you can cycle through. If yes, then maybe it would be best to disable movements etc. so you can just use the arrow keys to move around the inventory (this saves having to have a cycle button) and also maybe an item description could be displayed as you cycle? I think I had a glove at one point but don't know what it did. A similar thing could also be said of the shop/witch.
- I don't feel that having to hold left or right against a wall is necessary, I think while you're next to a wall you should automatically attach to it. Since you'll still slide down anyway, but just means you don't have to press left/right while also pressing Up. Is there ever a time where you don't need to hold left/right next to a wall anyway? Maybe it's just a D-Pad issue as holding 2 directions on a controller D-Pad is dum and sometimes doesn't work (i.e., you fall a lot by accident even when your trying to hold left and up) lol.

The graphics are enjoyable for a resolution so small, there's tons of nice dynamic lighting effects and most things are highly animated. So far the small sprite sizes didn't cause too much difficulty in discernment, only sometimes when enemies overlap other things. The colour choices are all pretty pleasing. The effects for everything is satisfying and impacting: the subtle movement dust effects, the double jump violet glowing state, the fall effect, the screen transitions, etc. are all fantastic.

I got a runtime error just after I tried starting a new game, this happened after I'd already died a few times though. I'm assuming this is a layout change bug or something with Construct though. Also is it possible to put all those .wav files a in a folder rather than have them swarming around the .exe file?

I liked how the levels were different each time I went in, although one time there were balloon-like objects that took me to the top of a few areas really easily and it felt like I was cheating!

Is it possible to have some video options? Like different scales/sizes, also are you able to put an option for that depixelize effect in as well (I'm really curious about how it would look!)?      

By the way this is how I mapped my controls to my USB snes pad, if anyone has a better setup show me!link

Even though a lot of this post I spent criticizing it, I am enjoying this game so far! alspal2012-02-15 03:57:18
B
134
S
65
G
16
Posts: 1,766
Reputation: 19,190

Next

Return to Open Topic

Who is online

Users browsing this forum: TRIGERTOOM and 1 guest