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Demolition Dan: Need some Testers

Posted by Gunthera, 21 June 2013 · 1,761 views

alpha testers beta feedback gametest
Hey guys (and gals), this week I'm going to be needing some feed back from anyone interested in testing Demolition Dan.
If you don't know what Demolition Dan is then I will attempt to explain it.

It is a 2D Controlled demolition game, where the goal is to knock a building down below a threshold using a limited number of explosives.
Demolition Dan is being made for the following platforms.
  • Windows
  • Android
​(I do not own any other devices currently to test on so for now I will be sticking to those two platforms)


Posted Image

Here is the download link -> http://www.mediafire.com/download/56bk9yczlxpmghv/Demolition_Dan-Default-1.0.0.0.exe

I would like be really grateful for feedback for the game. I want to make any community suggested changes within the next week so I can make this game as good as it can be.

I will be taking feedback through the comments section under this journal, or through my email at habituegames@gmail.com

I already have taken in some feedback from some close friends and one of them is a options menu/ volume slider which I will be working on.

Thanks for reading!




I like the basic idea of the game. Plus if the story is somewhat interesting it could be a successful game like Angry Birds.

Hi,

 

First of all, congrats on making a game, most don't go this far.

 

I played for some levels and, one thing I noticed is that it is possible to put TNT really close to the right side of a wall, but not to its left side. There'll always be a small gap, as seen here:

 

5uog0p.png

 

Also, it is impossible to place a TNT crater on top of another without a small vertical distance, even though it will fall down to that exact position afterwards. this makes it impossible to fit a fourth box over those three (image). Still, the sprite does look like a perfect fit when you place your cursor there...

 

That's it for now. If I play it more and find anything worth posting I'll come back here.

Simple idea, but the game is actually fun. Love the retro graphics, music and overall style of the game. Played it for a while and only glitch I found was the one mentioned in above comment.

 

I didn't get far in game only few levels so it might be already in the game but maybe could add stronger explosives in later levels as well as the weak ones you have  beginning. Obviously you would get less of the stronger ones. Like 4 weak and 1 strong one.

 

Good job man, fun game :D

I have tried playing "maximized", and it would just stretch the image with a 16:9 res, I'm not sure if you mean for it to just be played windowed, and wanted to mention that.

I actually finished the game, and it was great fun, I would maybe like to see some different kinds of bombs and maybe some walls you cant blow up mixed, that kind of stuff, youre doing a really cool job!

Just finished the game aswell, I would suggest if you drop bomb below ground. Dont let it fall but reset it like you do when you place it on top of a wall.

Overall game was very much fun :)

Finished the game and noticed one more problem.

 

It is possible to "drop" a TNT box "underground". If you let go of a TNT box under the grass mark, it'll fall down, without any collisions whatsoever, reach the bottom of the screen and finally disappear.

 

30ljf3l.png

 

I guess the game is supposed to filter this event like it does when the box overlaps walls, small fix?

I tried to do as many random things as possible to find any extra glitches or problems, but other than the few things mentioned above, the game is pretty well made.

 

One little thing, if you press the boom button before placing any TNT, the button will stay down and you won't be able to push it later. So if you accidentally click it, then place all the TNT, you'll have to hit the redo button because the boom button won't work, which could be kind of frustrating.

 

Another thing I would do is make the line be drawn slightly below where it actually is, by a few pixels or so. There were a few times where the building looked almost like it was below the line but it wasn't, like this:

 

2rqmvzc.png

 

This was counted as being above the line, and you can kind of see that it is, but it would be conveyed better if it was more obvious, so that the player will never get frustrated from thinking they won but didn't

I noticed that I can pass every level very easily. I just put all the given TNT's in one place (in most cases at the bottom side) and it will collapse on it self. Concept is good. I finished 21st level already.

 

I also noticed that there's not much of an choices if you are designing level. You should add more features, of course. But all in all, it looks good.

Wow thanks a ton everybody the feedback has been great.

The bugs will be relatively easy to fix.

 

@Edvinas 

I have an idea on how to fix that, right now when the TNT explodes it sends a impulse based on the distance from the TNT to a block. I will change it to be where if there is a another block between the TNT and another block it will have less of an affect on it.

 

@Zeybey Thanks for trying to find all the little bugs in the game, and I will definitely make that line change.

 

@dejaime

Yeah I forgot to make the ground actually a entity like the rest of the game lol. Thats an easy fix.

 

It seems a couple people would also like different types of explosives, and I will be working on that along with all the other things mentioned here!

It is great to see a developer response so positive to feedback!

Nice game dude. I already tried it. Very nice idea graphics sound all reminds me old time one :).

Like to see more on this :)

rather than send an impulse, why not create small particles in a radius and then give the particles an impulse? ofc, the particles would have to ignore gravity. That way, the explosion is transmitted realistically

This was really fun and cute. Keeping adding to it.

For whatever it's worth to you, your game does work almost flawlessly -- no music, but samples / effects are working -- using Wineskin v2.5.9 with the WS9Wine v1.5.27 engine wrapper with no additional tweaks on the OSX platform. This means that the demo will likely be playable across on Linux & BSD platforms, too! =D

 

I would have not bothered with any of this if I wasn't excited to see the game concept, and I wasn't disappointed! :-) Awesome concept man!

 

So far, my only suggestion to add into the kettle is perhaps considering allowing one to pick up the TNT crates with the first mouse click and drop it at the desired location upon the second mouse click?

For whatever it's worth to you, your game does work almost flawlessly -- no music, but samples / effects are working -- using Wineskin v2.5.9 with the WS9Wine v1.5.27 engine wrapper with no additional tweaks on the OSX platform. This means that the demo will likely be playable across on Linux & BSD platforms, too! =D

 

I would have not bothered with any of this if I wasn't excited to see the game concept, and I wasn't disappointed! :-) Awesome concept man!

 

So far, my only suggestion to add into the kettle is perhaps considering allowing one to pick up the TNT crates with the first mouse click and drop it at the desired location upon the second mouse click?

Hey, thanks for letting me know about the music problem, currently I'm making two versions of the game one will be for mobile and the other will be for Computers. The change you mentioned though will definitely be added in to the computer version of the game!

This is a great game. I'm not a fan of 8-bit music and not having the ability to turn it off sucked, but this is just a test, so I suspect that will be added.

 

It did seem a bit too easy. I got to the point where the same level kept coming back up, so I quit. Still many of the levels took several tries to demolish.

 

To add to what dejaime said, I once added a block of TNT within another block of TNT. Instead of disappearing and the count going back up, the block disappeared and the count remained.

 

To make it harder, add different blocks with with different properties. How about steel blocks that cannot be damaged? A timer would also make it much harder, especially if you allow the player to pick up and move a block of TNT. Allowing the player to second guess themselves is a great way to run out the timer. ;)

 

A better idea for TNT placement might be to simply let the player click where they want instead of dragging.

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