regisRquoi's Recent Forum Activity

  • 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 sucks" 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

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  • Hey! You're game is pretty well made!

    The time needed to finish is pretty well balanced (for a first lvl at least), it's kinda fun and the theme is pretty well represented.

    I would just regret some kind of bugs like people who stop walking sometime, but it's fine. (oh and the "Building font" is stretched sometimes (is stretched the good word? Sorry I'm not english x3 ) , but it's not a big deal!

    I hope you'll do something bigger of this, it's nice really.

    Keep going!

  • Hey! I'm sure you've done a good work and everything but, I'd point one or two things out:

    I've watched your trailer and read your indiego, there's somerthing that is shocking me: you don't have any other project to show? How do you expect people to give money to someone who didnt do anything before, or at least is not showing it. Well, I wouldnt give money at least. (Well, you say you were the founder of X1 Game Studio, but it's not enough, give a link, or I dunno, but.. Anyway I found the X1 Game Studio website, and the only game I found doesn't have anything to do with philosophical adventure game, so, how do I know if you're good at writing? Specially since I do not know what you've done on the game I played.)

    Specially since the game looks A LOT like Thomas was alone. Your game need to be unique, and if it looks like another one, I'd like to be sure it'll be different in some ways, or at least it's gonna be well made cause it's made by you.

    See? I'm sure you've worked good on the game, but here I'm just seeing a thomas was alone like; so maybe I'm feeling like "it could be fun" but that's not where I'm puting my money in. I'll may be interested in playing it but I have no reason to buy it.

    It's just advices here, alright? I'm not saying it's plagia, I'm not saying it's not good, just telling you that we can't know, the way it's made. The trailer doesnt show so much things and we don't know your work so it's pretty awkward. Maybe you could link some of your work in indiego, put a demo or gifs that show some unique things about your game.

    Anyway, I'm glad your proud of your work and I hope your indiego will work but it might be good for you to take in count some of these advices I think. Have a nice day!

  • Hey! I'd love to help but infortunatly, if I'm kinda Okay with writing, I suck pretty much at english, I'm not good artist and I just begin with construct2. :p

    Altrough, since I'm there, I'd like to point out you have some game design issues with your games (do you have a dedicated member of the group for game design? You didn't talk about game designer in your presentation.), specially the first one, with the school, work sleep thing. I dont know really where I can comment on it, so I'll just leave it there, it's just advices so you might making it better:

    First, you have a feedback problem. It took me long to realize clicking on sleep and work where doing something to me (adding money and health), and even more long to realize studing could make my grade better (since you actually have to study for a long time for anything to happen). there should be a visual and audio effect when you have your cursor on the buttons and when you click (like in the first menu) and something that indicate you what it does (it can be an arrow the first time you click for exemple). For school, the first click could make you pass from "grade:none" to "grade:F", and there could be a progress bar to know if you're progressing.

    Oh and the health, when you have no health left, there's nothing to say it to you except "0/100", and you have to guess that it stop you from working, that's bad. there should be a visual feedback (the screen turning a bit red for exemple), and something that tells you what it does (for exemple, it could cross the money and the grade when you try to study or work.)

    Also you don't have a meaningful gameplay right now. the only rule you have is that when you dont have health, you cant work or study; and when you study, you work better.

    So actually, not having health means nothing but needing to click on 'sleep'. While in every other game it makes you die! (which btw make me thing you could rename it "energy" cause it'd be more appropriate.) I dont feel like there would be any consequences if I work too hard for exemple. My health will be equal to 0 but that's all.

    You could add something that makes you lose lvls when the player is out of energy for exemple.

    Also you could add more things than sleeping. Like, eating, drinking, or I dunno. (And it'd be interesting cause you can eat at work so you dont have to go home, but it makes you gain less energy, and you have to buy the food first.)

    Anyway: the game needs to be more alive, more interactive.

    Thirdly, You should have more events like the cat asking if the player wanna cheat, that's make the thing alive! (and the same event shouldn't happen twice or it should happen lot of time with a random issue (it'd make you earn 5lvl or lose 5lvl, I dont know if it's the case right now with your game)

    (Oh! And, more difficult to fix problem that is not a game design one: don't you have a composer either in your group? No music at all? ='( )

    Anyway, maybe it's an old project and you dont want to even touch it again, but it can gives you ideas for your visual novel anyway.

    If you need advices like these for your game I'd be happy to help btw.

    Have a nice day :')

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regisRquoi

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