regisRquoi's Recent Forum Activity

  • Hey guy!

    Your game definitly looks good,

    Although, maybe there's a bit too much stuff happening on screen, from what I see on the video?

    (Maybe it would be easier for the player if there was less colors, and more simple shapes? -Having a game that looks beatiful is good, but it should not affect the experience. Did you made any playtest yet? I feel like the player will be confused.)

    Also, it looks maybe too much like plant Vs zombie, you might suffer from the comparison (you don't have to make a better game than PvsZ but, do something different, and make sure people know on the first look that it's different )

    see you!

  • Hm, hello!

    I've used the "sound effect" action for a thing I tried to do, and I noticed something,

    It seems completely fucked up ._.

    Like, it's absolutely not reacting in the same way on chrome and firefox (and chromium).

    Well, not evertime, but it happens a lot from what I'm seeing.

    Am I the only one in that situation?

    Is there a way to fix that? Maybe saying "if it's on chrome, use this parameter, otherwise.." ? Any way to do that at all?

    And maybe I'm wrong and it's because of my settings on each navigator, but I don't think so.

    Anyone had that kind of "it's not the same on firefox" problem?

  • Yeah, I would go with "go and learn" too, because you can't just say "make my game please".

    Although, if you need some help, you can contact me, I'll be there for game design advices or feedbacks.

    I think I don't know construct2 enough to help you really on it, but you have the "How do I" section if you're wondering how to do a specific thing, people will be pleased to help you.

    PS: be careful with "someone who can creater it, programmer, designer"

    <-- are you talking about artists or game designers when you say "designer"? It looks like you want a designer when you say this, but it feels more like you're looking for artists and programmers when I read your whole post. Am I wrong?

    Good luck, anyway

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  • I like the way the camera move for teleporter

    Yes I know that's kind of the point of a metroid kind of game, but the loop here is really short, so it feels like it's a bit different and could be cool with some lvl design work. I dunno. Maybe I didn't played metroid enough also

    I'd say the "passing a screen by jumping" is still a bit annoying, but it's clearly better now! Think of this when you do some lvl design on this game, it can be a tricky thing! It's really better now though!

    Oh, and, I forgot last time, but I feel like the enemy of the 2nd screen (when you fall just after launching the first lvl, see?) is really frustrating, the player can't really see him coming, and it feels like "I had to lose that health", not a good feeling about one of the first enemies you see in the game

    Sound is kinda cool also (I miss music, I know it's a prototype but it changes a game to have just a bit of sound playing ^^), don't know if it was there last time, didn't had sound on my computer, ahah

    Bye

  • Just played your demo,

    The main problem I noticed would be when I played is that when you pass from a screen to another by jumping, you have no idea where you're going.

    I know it might be because it's a 80's style game but, this mechanic was really a thing that annoying and that still is.

    (I attached a screen if you don't understand what I mean)

    Maybe you could add a plateform that makes the player not falling when he's in the next screen?

    I don't know if it's supposed to be a real feature in the full game, but I kinda like the fact that the lvl design makes a loop (you're just doing the level again and again until you find the artefact, in that way you don't have to go back like in some games.)

    Not so much other things to say, it runs fine, the art is already fine too by the way (the decor feels a bit uniformly blue though^^)

    Keep working on this

  • Why are you changing the key for next lvl for just spacebar? I used to press Return actually ._.

    Also, forgot to say earlier, I think when you die, you respawn too quickly (the animation for dying could be longer, or it could be "touch [Key] to respawn" I think. Feels weird for me now.

    Hm.. The new 16th level is not in breaking the level order I think. It should be after 17 and 18, where you learn about keys breaking platforms, I think. I found that lvl 17 was a great way to make the player learn!

    (btw, couldn't lauch the game in browser at first, had to refresh it)

  • mh, I think the stars difficulty are fine, I mostly had 2 at my first try, which mean I still have to re-do them if I want the max score, but I don't feel like I'm a bad player So that's nice!

    I dont know how many levels you plan to have, but it might be good that it get more difficult at the end (like, I would get 1 star at the end and I will feel like "oh my god it's a damn hard level!", ahah! ^^ )

    I don't know if level 19 is hard because of the order of the levels or because of level/game design (not enough room? enemies too quick?). But maybe. Try that and we'll find out!

    You're welcome

  • Yeeeah, a playable thing! Was waiting for this!

    To begin with general remarks, I don't know if the main mechanic is really intuitive. I think it is, but I'm not sure.

    The thing is, I knew I was going to be able to reverse the screen before I started to play the game, so I looked for the good control for it. But I feel like a random person might be lost at the 2nd lvl without indications on the controls... I don't know. You should try to get random people to play your game and do some playtesting to know if this is intuitive

    Also I feel like the level design might feel "forced" sometime, like, when I was playing the first level, I didn't feel like "Oh I learn that I can jump!" but more like "Oh the game designer want me to learn that I can jump". There is really good things too in your level design (I'll talk about it later), but sometime it made me feel like "forced", like a direct application of game design theories.

    Oh and the bottom of your levels feels really weird! (How can I explain that..?)

    In level 10 for exemple, when I was on the to left of the screen (after jumping in the first 3 boucing things.), I was thinking that I would fall in the void and died if I jumped. You would need some border, or indication that you can't actually fall and die because you're out of the layout. See what I mean?

    I didn't experience any special problem (frame rate or bug) =)

    Here's feedbacks on some levels:

    I really enjoyed the level 13's puzzle, with the ennemies. The fact that the player have to jump above the first ennemy and then reverse the screen, because else if he reverse the screen before passing the enemy, he would not be able to jump. That was good!

    level 16 was really repetitive I think. It's not 4 time the same thing, but almost, it bored me a bit (specially because I died dumbly at the end.). It's long and not really fun. It brokes the rythm a little bit.

    The thing in the level 17 that makes the platforms destroyed by the keys is really good! Enjoyed that!

    Specially because you used this again in level 18. Which makes the 17th level really useful for the player!

    Great to see you used the level design of level 13 again in level 19! This is a clever thing that surprises the player! Good game design here )

    level 20 was super cool! Great use of all your mechanics here!

    Okay, I think that's all I have to say for now.

    It has been fun really! I hope you'll keep working like this on the game! And I hope my feedbacks will be useful :)

    Can't wait to see more of this

    PS: I attached the stars I got at first try. Thought it might be useful for you to ballance the game

  • Really looking good!

    The retro art and retro gameplay seems to work pretty well for now.

    Would just say that the camera stopping to move at 0:20 when you're on the left limit of the lvl made me feel weird. I don't know if it's meant to stay, but I don't like it when camera does that in platformers, it confuses me. I prefer to see the wall on the left and the camera still acting as it used to (following the player)

    Also, I guess the art of the cube you move at 0:40 will change in the future? It feels weird because it's really uniform colors compared to the rest

    Otherwise I love the gameplay mechanics and how it looks. Will definitly follow this

  • Inversion:

    I really like difficulty in games. But not from the begining like this. Maybe I'm bad player, but I feel like there is too much to learn in a single level.

    Of course, maybe when atomoso will add a tutorial, it will be an awesome first level. But in my mind there's too much information to get here and it could be a problem for some player. Of course there's a public for this too, and I'm sure a lot of people would enjoy being learning mechanics in the hard way. But you can lose players by doing this, it can be dangerous.

    But I mostly agree with you!^^ (and moving to stop building might be a really idea cool by the way ).

    For the oil thing. It's not that bad of course, and we're talking about details here.

    The player will get that it's because of oil (at least after several times), of course. But it seems to me that the effect is a little bit weird, that's all ^^ (and I thought it may explain why someone thought it was a bug -but maybe I misread and nobody said that ? In which case it's all fine :p )

  • Hey Prazon

    Hm, what are you trying to show us exactly. I'd be happy to give feedback, but with the version you give, it's basically just a character jumping and moving.

    So.. I'll still tell you what problems I noticed, But there's no real gameplay (or I didn't find it?) so I don't have so many feedbacks to give you.

    Your menu is.. argh.

    It took me a lot of time to understand how to select a character.. Which is not good!

    the "next" button is really little. And useless too.

    Why isn't the game going to the next screen when I select a character, that would be waaaay more simple!

    Also, I got a little bug. My character went litteraly in the sprite of the lvl. I was in the dirt thing. I don't know if it happens a lot but it happend the first time I played ^^

    (and I'm not sure about those "flying platforms" in the lvl. It seems to be placed randomly, and without even thinking of "is it logic to have a platform here?". Weird.)

    Anyway, keep working on the project, can be good with gameplay.

  • [quote:3ti1oq5h]Can please explain how you have managed to complete the level without gadgets ( turrets, helicopters ) I am not sure which build you have played as I just uploaded the "correct" one. Maybe you've visited the homepage yesterday as I was preparing it for you guys? Anyway pls give it another try and see if this is still the case. You have to download it again. ( for some reason it takes some time for the browser to detect the new version, so my best advice is to Download it again )

    Well, I did use something to kill the enemies of course (even if I was thinking of killing them with the turrets that are sometime here at the begining. But I was like "okay, they're not spawning everytime so there must be something else.")

    So basically, I just ran. I was running in the lvl for 10 minutes without knowing what I should do.

    (All the waves of enemies were chasing me at the same time, it was pretty huge -and still running in a good frame rate by the way). And at a moment, something spawn, like, a power up or something, with laser beam coming from the sky, and it killed them all.

    So I just finished the first lvl without digging anything or buying turrets and placing them in the middle.

    That is not how I was supposed to do it isn't it?

    I played your game again, and one thing that I noticed (and you know already I guess), is that, more tan being not intuitive, your game is haaaaard x3

    You said you're playtesting by yourself, I think that's where it leads actually. I guess you know your game and how it works pretty well, so you must find the "tutorial without turial - first lvl" really easy.

    But I can barely finish it.

    Specially for a first lvl, it really need to be the basics, even if there's not for now a tutorial, you have to make easier level, and manage to place them in the good order so the player could learn thing step by step.

    I dunno how exactly, but you could give the player a lot of health in first lvls for exemple, to make sure he's not gonna die and say "this game sucks" (Is there anyway to regain health right now? It'd be cool to have health spawning randomly when you're digging for exemple!)

    Oh and talking of digging, I think, to make it more explicit that it makes the player earn some resources, you could add something like "+1" blinking around the current amount of resources when you're digging. Because it can feel a bit like "oh cool I'm digging... And so what? (If the player find out that he can dig, actually, ahah :p )

    I thought a bit about your "constructing turret thing". I saw you put something to stop the constructing, that's good. But escape key, man? Whhhhy? Ahah!

    hm, what about

    _You have to hold the key to construct and it stop if you stop holding the key

    _You have to press the construct key again to stop constructing.

    That would make much more sense I think.

    Coming with this: What about a "construction progress bar" that would tell to the player if it's gonna take long or not. right now it feels like "Maybe I'll finish constructing before I die... Oh no."

    I saw someone complaining about the oil tha makes the player slipping, because he thought it was a buggy direction thing.

    And the reason why he thought that is simple: it feel like it is.

    You may need more visual feedbacks to make this clearer (the oil following the player is quite not clear I think).

    But it actually feels bad basically in the gameplay. Because it's just like, making the player move to the right for ever if he press the "move to right" key just once. There should be something to make the player going slower and slower if there's no imput, it would feel more real!

    As your game is difficult, I didn't even pass the second level or been in more deeper gameplay, but it still feels nice although there's a lot to do here on ballancing, making things intuitive and everything else ^^"

    Keep working! You doin' well!

    I'll play it again when you'll add/correct some stuff again.

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regisRquoi

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