regisRquoi's Forum Posts

  • It's nice!

    Here's a list of thing I saw (you probably know most of them already but anyway I don't know what kind of feedbacks you want ^^ ):

    I feel like it's a bit slow, but it depends on the type of game it will be, could be cool like this at the end.

    I like the thing like, "if you press the down arrow while you jump you can kill the enemies, Otherwise they'll just be stunned" it can be interesting

    The pause menu is weird, you can still move (there's still the annimation) so it feels like the game is broken if you press the space bar by accident. But I guess you know that already

    You have a little collison polygon problem with enemies I think (see the picture I linked)

    By the way the provisional (I guess lol) animation for explosion made me laugh so much, ahah :p

    It's nice anyway, looks good! Keep goin :')

  • Hey guys.

    I'm just a beginer with construct2 (and with game making in general, I just have theorical knowledge basically) trying to do some stuff, but I noticed that if you try your game with a ****** computer, well, all the frames will not be happening or something, and so it can affect the gameplay.

    For exemple, if you make a platformer, well the player may get through a wall that has the solid behavior if the computer is too slow.

    It's not really a big deal because anyway, if the computer is that slow, the game is already almost not playable, but it's still a problem I think (and "pro" games doesnt seem to have that kind of problem really.. Well. I saw that in super meat boy, like, there was a trick, if you push the shift key, it would make the game really slow and you could finish a lvl by running in walls and get through them, but it doesnt happen so much in finished games.).

    Is there any way to fix that kind of problem with construct2? I'm curious.

  • It looks really nice! I like the main mechanic and it seems to be well used. I hope you'll use it completely and cleverly

    By the way, I'm not really sure how you did the moving saws if the black and white thing is made with a simple sprite. Looks nice anyway ^_^

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • hum...

    What feedback are you looking for, exactly?

    For now all I'd have to say is: Be careful I think your game looks a bit like limbo.

  • Hey! Your game is becoming really nice! Is it (will it be) playable on smartphones and everything (maybe that's why it's on the playstore? I'm not really aware of those things :p ) ? Would be cool!

    First thing I saw: the "power cancelled" thing is really too much big. It takes all the attention, because it's red and big. Once it had come in the screen, I had difficulties to focus on the gameplay really. Also I don't know if this power up is really meaningful, at the end it's just like a power up that is saying "this power up and the next one will not do anything", and it makes the player not feeling like taking the next one. (actually my only motivation to take a power up after getting it was to make the big red icon go away :p )

    [after re-playing it: I'm not really sure what it does at the end. Cause the next power up is actually active. Is it just a thing like it doesnt do anything? But why is the icon staying? There's a little problem with this, I don't understand :p ]

    Oh, I had a bit of an idea to make the game more difficult, but it might be difficult to ballance. So.. Maybe a thing to try, maybe not a thing to keep:

    The more you play this game, the more it gets easy, because you identify more quickly the shapes and you know where you have to click for a specific shape.

    To confuse the player with this, you could add something like, a power up, or an event when you pass an amount of tombs, that would make the shapes (on right and left) interchange their positions. In that way the player will have to really look for the good shape in the screen and it would be more difficult.

    Why you shouldnt listen to that idea:

    It's hard to ballance. Cause if you put it as a power up, the beginers will be confused if they get this power up in their first runs. And if you put this as an event at a specific moment, well it'd be deep in the game and the tombs would come really quickly. Too much for the player to get used to the new positions.. So maybe you would have to make the tombs come slower, like if it was "wave n°2" or something, but it would change a bit the gamplay.

    Sooo, yeah, maybe it's a thing to try, but be careful cause it could make everything worse. although a "wave n°2" thing could be cool, but would ask some time of work and would change the game a lot. (maybe it'd make the game better, maybe worse. it's a thing to try, once again.)

    I think you could add an audio feedback for when a bad shape is chosen. For the good shape chosen it would be annoying because it happens a lot of times, but for an error of the player, you could try to add a little sound that indicate he did something wrong ^^"

    The ranking this is nice. But maybe it'd need to look a bit better, cause it's basically just text for now x)

    Oh and a little text error I think (I'm not an english expert, but I guess it's an error :p ), you wrote "automatic choise", I guess it's choice? :')

    I couldnt notice but: how much does the "score increase" thing is increasing the score? I feel like it's just a +1. Should not be. It's not enough. It's not worth the risk you take by taking a power up (eventually having tombs come faster and everything)

    Little thing I noticed also: when you pause the game, the position of the icon moves a tiny little bit. It's nothing, but I'm still saying it. I would feel more "pro" if it'd stay in place :p

    Anyway, your game is getting to look pretty much finished I think. It feels really nice now

  • Hey alejovilla227

    Sorry I just seen this, ahah, and I can't test your game properly right now Because I'm having some issues with my computer right now

    Here's what I can notice for now:

    I see you added a login option. That's nice! but I'd say it sometimes scares people a bit, or bores them at least, they just wanna play. I'd say it should be just an option and not something that you have to do absolutely

    Also, you added kind of a tutorial. I can't see if it's good right now, but here's a suggestion for you: since you have a login system, it might be cool if we were able to skip the tutorial if we already did it

    Oh and the visual feedback when you have the good shape feels really nice

    I'll come back on this later in the week (I hope^^) to say things about actual gameplay

    still thinking it's a cool project

    Bye!

  • That's nice,

    Althrough, I think you have some problems with your rockets/laser gun mechanic.

    I didn't read the rules. Because players won't read them, it needs to be intuitive.

    And it wasn't really, for some reasons.

    Your rockets are fine, but the "remaining rocket" thing is not clear enough, maybe it needs to be bigger, I dunno..

    Also, to make that more clear, you could do something like a shop at the end of lvls, to make the player able to buy rockets with his score, maybe? So he would know that he has a limited amount of rockets.

    And with the laser gun I was feeling like "hey it's not doing anything when I hold the click". So I think it would be better if it was a clearly visible Beam, insteat of these little ray that are almost colorless, cause here they really are barely visible.

    Also, I think you need more visual feedbacks for the UFO and actually for everything that is not instant killed by the laser gun. It feels like I'm not reaching it and it's frustrating! like, a little explosion if I touch them would be nice!

    Anyway, your game is quite fun already (well, it's kinda classic, but it's well made. Maybe you could add some more specifics mechanics? Like the shop I mentionned earlier? It asks a bit of work but it makes the game more meaningful, more interresting to play I think, the player feels more involved..), it feels pretty good

    Have a nice day

  • I dont really understand what kind of advices or feedbacks you want here ^^" Do you want advices to make your events work faster? I'm not so good with construct, will not be any help for this, sorry!

    Alhough, what about the particles being of the color of the pixel destroyed? That should be a bit better ^^

    Otherwise your demo works pretty well, nice job on it

    Anyway, I think the .capx could be helpful so thanks for sharing

    have a nice day

  • Also, forgot to say, but, sometime I got a bit confused and it was frustrating a bit

    like, my brain thought for some reason that the pivot will rotate in the other way when I was near an obstacle, and so I died, several time.

    This was frustrating, but it also part of what makes the fun in the game so it's fine I guess, but I think it's good for you to know I got confused about the way it rotate.

    [quote:aayhs5zu]mikva wrote:

    Optional objective, exactly. We are just not sure what it will be, what it does and even if it is going to be in game. I don't like things in games without purpose, so if I don't find any good purpose for this one, we just going to delete it.

    Yea I understand that. As a suggestion, I would say it could be cool if it was unlocking the other mods you talked about earlier. Specially the editor actually, because it would make the player be aware of the mechanics of the game before he creates anything (so you would have only experimented player making lvls, which can be good if you have a sharing option for exemple). But it could also be done with unlocking mods by finishind a certain amount of lvls..

    So yea, I dunno if those objectives are that useful for the gameplay ( 'cause moving in this game is really slow, you don't want to spend time to go somewhere for an optionnal objective I would say).

    You're welcome for the feedbacks

    Keep going with this, it's a really nice game!

  • I guess it feels good to have detailed feedbacks ahah! It's actually good exercise to check out what is good or wrong in other people's game, so I kinda enjoy doing that.

    So feel free to mp me if you ever need feedbacks on superior version of this, or on anything else.

    For the music.. I'm really not sure about if you can use it here. If it stays a free game on the internet, I guess it's fine (well it may not be actually, but I dont think they'll check it out, and the worse that could happen is that they could ask you to take of the music, I guess), but I really wouldn't be okay if you were putting this in the market. But it's complicated, actually what I know is mostly about french rights, and I don't know so much, you should ask someone who's really aware of this topic!

    Glad I helped you

  • It's really nice. Not so much things to say.

    I would just notice that you have to be careful about the pickable objects (like keys //Power ups), I've seen the key in the first try but I feel like I could have miss it! Maybe you should make these things more visible than it is now (well the one in the last lvl has an animation so it was fine), with like a light blinking around it or whatever that can quickly catch the attention of the eye.

    also: what's this yellow pickable square in lvl five for exemple? Is it like, an optional objective? It feels weird that it's the only thing that doesnt have sprite yet, ahah!

    Apart from that, nothing to say, your gameplay seems solid and you're gonna improve it from what you say. Good job guys.

  • Hey!

    Your gameplay is pretty solid already, I will focus more on the bad things that on the good things so you can correct it, but there's lot of good things in here, it's pretty fun already.

    About game design:

    The first big issue you need to fix is: No feedback for the tomb being "passed" (if the player took the right shape), you should make an animation to show it's good, not just make it disapear, it feel weird and also make your gameplay less intuitive.

    Second thing, I think the game should just start when you chose a (good?) shape

    Well, actually, the problem is that, at the begining, if the player didnt read the "how to play" thing, it's not so intuitive, it feels like "omg its moving what should I do". It's really moving fast at the begining, it should really start slowly, and quickly be at a normal speed, and then slowly accelerate.

    Also, a suggestion that might help with the "not intuitive" thing: Did you think of a health system? I find the game pretty hard for what it is.. I guess you should have like, a limit of 3 bad shapes or something like this. In that way, if the player makes a mistake or didnt understand, he'll be like "oh I need to take the shape of the icon on the grave! Okay I wont be hurted twice!".

    And so you could also add power ups like "+1 health" or "-1 health" and there could be more and more "-1health" so it'll be more difficult.

    Talking of power ups: Is it really good that the player can actually know if it's a good power up or a bad one?

    I'm really not sure about it. At least not the way you did it.

    Explaining myself:

    the first problem we have is like "the player will never take bad power ups"

    it seems that you fixed it by making the player obliged to take it sometime, if the power up is placed in the same place as the shape he need. It's really a cool mechanic, and that's something I think you need to keep. Buuuut: it doesnt happen so much. I think there should be more and more power ups on the screen, and it will be more and more bad power ups maybe. Well it's worth to be tried.

    Also I think it could be good if there was power ups that you dont know if they are good or bad. Like a grey "?" or something.

    You should really think about this, and maybe of other way to make situation in what the player has no choice but to take the bad power ups.

    About sound design:

    There is no music in the menu. It's kinda bad. It would just need a bit of sound, it feels empty.

    Btw the music of the game is really good, you made it yourself?

    About art:

    Little thing, not really important I saw: When the game is paused, there's no "lecture" icon, it just the same icon than the one to pause the game.

    Oh and fun thing: You didnt even mention yourself in the credits. Ahah

    I hope all of this will help a bit, As you can see I'm more a game designer person than an artist or composer, and I've said lot of things, it might look like "omg your game ****** but it really isn't. You know a mecanic is good when no one complain about it!

    I know it might be a work in progress, but that's why I'm pointing up bad things, so you can correct it or at least think about it, even if you already maybe know all this and are working on it ^_^

    Anyway it's already pretty good, but details is what make good games.

    Have a nice day!

  • good good good

    Let us know about all this, seems good I'd be happy if I can give feedbacks, feel free to mp if you ever need some ^_^

  • All of this seems weel made and clever. It's really exciting.

    What do you plan to do with your game? will it be a free internet game? Do you plan to greenlight it or something (I'm pretty sure you could if you work a bit and comunicate on it, and if you're lucky of course)?

    It looks great anyway!

  • just want to point out this poblem: the icon for blowing up and placing bombs are the same, it confused me a lot, and it's bad cause it seems we cant go back when we click on the blowing up icon.

    And it's not saving the emplacement of everything after the bombs explode, that could be somehting to add.

    Appart from that I guess you made pretty much what you wanted to do with this game, I don't know if it can really be an interesting game, but it's fine, Maybe you could add fonctionnalities that would make it more meaningful, like objectives, success, or I dunno' what