Kroakie on 16/6/2014 at 02:58
Quote Posted by Renzatic
And on the blocks the rays can pass through, if you teleport into them, it makes a fizzle and spits you back out to the previous anchor, rather than not showing any action at all.
That is exactly how I envisioned it will work in the final version, I just haven't got around to it yet. I may have underestimated the impact of the lack of feedback, since I got the same comment from my friend.That's what playtest is for, I guess.
And that papercraft-style looks great!
Renzatic on 16/6/2014 at 05:42
Quote Posted by Kroakie
That is exactly how I envisioned it will work in the final version, I just haven't got around to it yet. I may have underestimated the impact of the lack of feedback, since I got the same comment from my friend.That's what playtest is for, I guess.
I just finished the demo. It's rough around the edges, but there's something just so fun about it. The biggest problem you've got is that the first level doesn't sell the concept as well as the rest. It's just about getting the right length of rope, rather than figuring out where best to place the anchors so you'll build up enough inertia to get to the red squares. I recommend sticking it near the end of the demo, rather than at the very start.
As for feedback, that's something you'll always want to get in some shape, form, or fashion. It's the one real way to find out what works and what doesn't. But you don't want to take the criticism so close to heart that you end up changing what you originally intended to fit someone else's idea for your game. It's your game, and it should ultimately play the way you want it to play. But you don't want to ignore what everyone says, either.
faetal on 16/6/2014 at 06:12
Quote Posted by Renzatic
I think it's pretty neat
It's very fucking neat. Lovely even.
Kroakie on 16/6/2014 at 12:43
Quote Posted by Renzatic
As for feedback, that's something you'll always want to get in some shape, form, or fashion. It's the one real way to find out what works and what doesn't. But you don't want to take the criticism so close to heart that you end up changing what you originally intended to fit someone else's idea for your game. It's your game, and it should ultimately play the way you want it to play. But you don't want to ignore what everyone says, either.
I was actually referring to the to the visual/audio feedback the game gives to the player, rather than user's feedback, but good point.
Edit: And here's a (
http://s000.tinyupload.com/?file_id=73250859623855932685) new version with said better (hopefully) feedback. And 2 new maps, plus some tweaks to the existing ones based on the player feedback from Renz and some of my friends.
Fafhrd on 19/6/2014 at 02:52
Quote Posted by Renzatic
Fafhrd, I think your game's gonna end up being awesome. I could see how being able to build a base underneath all those blocks and watching them rocket up would be fun as hell.
Thanks, Renz! Let me know how you feel (
https://plus.google.com/108354086995527140083/posts/gxptRveLQhc) after playing it. (Alpha build, but I think it's pretty solid, mechanically.)
Renzatic on 19/6/2014 at 03:10
HOLY SHIT, THAT WAS LOUD!
I got up to a thousand points, and yeah, it is pretty fun. Anything I'd recommend changing you've probably already got planned, like making the blocks drop faster and whatnot.
But damn, man. Damn.
When I first fired it up, I was listening to the music, all getting into the oldschool sound of it, when all of a sudden...
THONK
...the first wave of blocks hit the ground. The bass. The TREBLE! I'm not kidding when I say I felt my eardrums go concave. It has to be a thousand times louder than the background music.
Scared the shit out of me. :P
Kroakie, sorry I didn't get back to you sooner, but your latest version is a HUGE improvement. Being able to track where you're going with the shadow wheel makes the game so much easier to understand and get into.
Fafhrd on 19/6/2014 at 03:24
Yeah, I need to edit the mp3 of the music to turn up it's volume or something. And find a way to keep multiple instances of the hit sound from firing off simultaneously (did you get a full row on the first wave?)
On the to-do list.
Renzatic on 19/6/2014 at 03:41
Yup. Got a full row minus one. It's actually dropping the blocks when you grab them that's the loudest.
Oh, and I managed to break the game a bit. I got three horizontal, and immediately after they turned into rockets, I grabbed a green block on top and tried dragging it down to make another horizontal line just beneath the initial 3. Me dragging that one block down kept the rocket blocks from flying off, like I was holding them in place, then they got bogged down and stuck on the board after the next wave of blocks dropped down from the top. I ended up with 6 black blocks on the board I couldn't do anything with.
Pyrian on 19/6/2014 at 04:13
Quote Posted by Renzatic
Oh yeah, I should add that when I finally ended up getting caught by a venus fly trap, I had the volume cranked up, and the resulting scream ended up scaring the shit out of me.
Quote Posted by Renzatic
When I first fired it up, I was listening to the music, all getting into the oldschool sound of it, when all of a sudden...
THONK...the first wave of blocks hit the ground. The bass. The TREBLE! I'm not kidding when I say I felt my eardrums go concave. It has to be a thousand times louder than the background music.
Scared the shit out of me. :P
Heheh, someone likes to crank his volume. :cheeky:
june gloom on 19/6/2014 at 04:41
Reminds me of the time I decided to fire up a game -- forget which, might've been either Redneck Rampage or Shadow Warrior -- and forgot I had something else in the drive OPETH BLASTING WHAT IS GOING ON