GenkiGenga's Forum Posts

  • Maybe at the end of each stage the ninja reaches his target - walks into the house and you see a Silhouette of the assassination?

    kungfu-daddy.com/wp-content/uploads/2011/06/samurai_fiction.jpg

    Alternatively - dissapearing in a flash of smoke perhaps.

  • Im starting to feel like alice down the rabbit hole now, lol. 3rd stage is a bit eerie - i like it. Im not sure how to put this - but i felt at the end of stage 2 that my conversation with the narrator wasnt over yet. When you start stage 3 its like a completely new topic, could be a smoother transition.

    The mysterious atmosphere is enough to keep wanting to see the next stage, but the controls need work. What i would like to see is - when you go down a hill your speed shouldnt be capped, you should increase speed the same way a real wheel would.

    The flying is cool for the part where you interact with the eye - but at all other times its a bit frustrating for me.

  • Hey Andy,

    Before you decide on which tool to make the game - I would decide on the method of getting the game to the player. If you want an exe then you only have 1 option. If your preffering a web based game you have another great answer, C2.

    This should make the decision much easier.

  • My pleasure Kontinyu,

    Sorry i forgot to mention that - I failed on the 'fail hill' lol. Is it really possible to do it without a-d?

    Clearly your writing and ability to set the mood are fantastic - I'll wait for the later stages to comment more on the moving mechanics.

  • Haha, no worries - I do tend to get carried away. :)

    Good luck with the optimising. Looking forward to the next update/final version. Next time ill be using the keyboard aiming.

  • That was interesting, i like the concept.

    Some of the narrative on stage two is really good. paticularly the part when you choose "no" to the "do you need my help" question. Very smart writing.

    To me, that music was pretty close to perfect - it really fits the mood! Its a low energy beat, exactly how you feel when your down.

    So your feeling down in the dumps.. a helpless wheel.. you sluggishly move forward as you struggle to face the hilly challenges of life. You make your way over a few minor obstacles and there stands before your greatest challenge - the fail hill. You try everything you can think of, slowly crawling up the hill, getting a run up... no? hmmmmm...

    Everything to this point is great - then i discovered you could fly? This kind of broke the ambience for me, i dont see the symbolism. Perhaps - as its an 'overcoming negative feelings' type of experience, why not draw off things that people really do to pick themselves up.

    Some things i was thinking could draw some gameplay ideas from:

    Venting your feelings or getting things off your chest - to become lighter and make the wheel float.

    Get help from friends - another wheel comes along?

    exercise - make the wheel bigger after a repetitive task?

    Great start.

  • Will do!

    With the new system its so much more fun - as soon as google fixes that bug this will be gold :)

    great stuff.

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  • Nice one Peteer,

    Good job with the graphics it presents pretty well :)

    The first test was on IE, then i switched to chrome - really nice sounds, its very satisfying to shoot that cannon! lol.

    Looking forward to seeing that miniboss - good idea as well.

    Couple of things from my testing - as it stands your game really rewards those who can tap buttons fast, I can do that (rapid finger!) but then the problem was that by the end of wave 10 my finger was/is pretty sore lol.

    I think that if your dropping 20 bombs on wave 1 - then you should give the player 25-30 bullets to shoot, on successive waves you could increase the difficulty by giving players less amunition (so its more punishing when you miss - yet at the same time rewarding players with skill/practice). This would add another level of strategy as well as removing the cheese rapid fire tactic.

    On the other hand if your set on keeping the current style, auto firing by holding the mouse would save your finger! :)

    Cool game though, i'd play it again.

  • *loved*

  • Wow, it sounds really good to be honest!

    The whole "ELEVATOR OVERRIDE %" sounds awesome for building suspense :) way to incorporate it into the story! (possibly picking up keys/buttons/whatev from broken security drones?)

    Every change youve suggested should make for a more intense experience. Thumbs up. I can understand with the sound - hmmm.. maybe a very low areoplane or jet sound in the background might do the trick, low enough that it doesnt compete with the music but is there if you listen hard (Or maybe it is best to leave it out i dunno).

    And no worries for the feedback, lol - ill be calling for yours soon :)

    Looking forward to testing again with the changes.

  • Nicely done, had a go and for what is is I think you've done very well!

    Im not sure if i had played the original but ive definately played others like it and yours was up to scratch. Good job Kontinyu :)

  • Not a fan of anime? :)

    What reminded me about it was the way the mobile tanks could 'hover' much like the way you move in your game. They released a game on ps1 youtube.com/watch if you used a similar sound effect when the tank is sliding i think it could add a bit more atmosphere. (example around 3:15 if you want to get straight to it).

    I'll give you a quick run through of why i suggested the levers based on my how my experience/fun changed in realtime while playing.

    1st minute: really enjoying myself, strafing, being paticular with my shots to not overheat - always moving to not get ganged up on.

    2nd minute: The experience of just moving away and shooting is not holding me as much - this might be because the shields i find are extremely forgiving, you can pretty much charge your way (through enemies) and get out of most situations fine (Then wait a sec for full shield again).

    Its at this point im looking for another objective to hold me. The act of finding levers (or maybe a key instead?) is something that players should always run into by chance because to avoid death they are moving all the time anyway.

    Then the strategy of 'choosing' when to descend becomes more important.

    The way i see it, employing a strategy like this provides the major benefits of;

    1. Allowing the player to control the rate of difficultly directly, instead of having to pass easy stages to get to the desired skill-to- difficulty-ratio. (I could probably stay on that first stage for around 10 mins - but i wouldnt be having fun until it was incredibly overwhelming.)

    2. Giving players another strategy to play, build yourself slowly over time - or my personal fav, charge GUN-HO! ;)

    3. Making the player feel like they are achieving more than they actually are. (reffering to picking up the lever/key by chance) - You can give the players the illusion of extra objectives. (this doesnt have to be explained in the tutorial either if when they pick up the key for the first time it says "now find the door").

    (I should point out that im treating your game as I would any game that I played on kongregate - If i was determined to play your game for over an hour, I might discover new levels of enjoyment - but im really focusing on holding the player to get them to that point.)

    Wow this is getting long, but just as a PS: Does the chrome bug affect movement when a key is press instead of the mouse? for instance if you used space bar for shooting?, its a comfortable enough position for the thumb and should be fine for long term play as long as it doesnt get to the point where you are rapidly tapping, but the overheating kind of prevents this.

    Again, awesome game.

  • Well done Squiddster, the tank reminds me of ghost in the shell for some reason.

    I always like games that can be played with different strategies. Its hard achieve but 'so far' i think you have done it well ( - Having only played a couple of stages).

    The tutorial was a little longwinded - but i think it only appeared that way because i was always waiting for the text to scroll. I like the scrolling effect but i would make it faster.

    I dont want to put a spoiler - the transition from tutorial to the actual game is VERY nice. The music is perfect, sounds are good. Impressive.

    I didnt like having to spend money to go down a level, I think that if you want to slow down the players rate of advancement then you should make the guns more expensive.

    How about to go down a level - u need to hit 2 levers (which would be in different places every time they went down a level). That gives the player another objective.

    There is a lot more i could say but I'll save it for the next time i have a go.

    Its really a shame about the chrome mouse problem :/

    I think this will do well on kongregate - are you aiming for a sponsorship? One thing that concerned me was that there is a section on the application that asks if you have made your game public already - im not sure if this forum counts? Maybe you could shed some light on it for me.

    Ok, i better get some work done myself now. Very good work though mate.

  • I guess its going to depend on the player - but i quite like the new speed, you've nailed it for me.

    Its so much easier now that you can keep your hand on the movement as the game begins. Making the enemies stop when you hit them was a nice touch as well.

    Keep it comin ;)

  • Hmm to be honest i dont use fb much so im not sure. (Also, others might not be as reserved as me).

    For testing purposes you should check out dropbox, its quick to install, easy to figure out and free! Then we could get straight to your game without having to go through fb.