Can someone PLEASE test my game?

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15 comments, last by BenjaminSergent 11 years, 7 months ago
The FOV looks much better now smile.png

I would possibly also reduce mouse sensitivity a little bit and toggling between windows and full screen mode throws out the direction atht you are looking at.

It is the finer points that makes the difference between something that is thrown together and something that is awesomely polished. It is often a fine line, but every tweak counts.

I personally don't move past a problem until I am completely happy with the result.

I look forward to seeing how this progresses!
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Ok, I've updated my game, if anyone is interested, please follow this link. Any comments or criticism will be regarded and attempted to implement
it is still installing for me. it shouldnt be too long but i will let you know what I think of it once i play it! ill prolly also look for some bugs and things like that.
Unfortunately I can't play the game because my graphics card isn't good enough.
I would recommend targetting the reach profile instead of HiDef, really it doesn't make any noticable difference but allows lower end cards to be used such as the integrated chipset on my laptop, I will try it on my desktop tommorow its just right now its 11pm-ish and I can't be bothered to fire it up (I know, I'm lazy).

Easy to fix the target profile. Just click project> [projectname] properties and there will be a radio button for you to click.



And yeah, the user will need .net4 and xna, not the full SDK's thankfully (irritatingly terraria downloaded both .net 4 and xna redistributables on my lappy even though I have visual studio 2010 on here with both set-up????), the autoinstaller deals with that nicely.
Four-month-old thread. Though I'll give the game a shot. The required distributables total roughly 50MB, but you might already have the 40MB .NET one already installed.

My opinion: the game isn't bad, I like the style even though it's not epic art. There are a few graphics glitches, for instance the door design is... well... let's just say doors don't turn like that in real life. Also the second floor doors bleed through the first floor ceiling when they're open. And the physics engine is a bit glitchy at times, I think I lost a red ball through the stairs at some point.

The controls were a bit rigid and awkward, I am used to "E" to jump and "space" to use, but that can be fixed by implementing key bindings.

Gravity is a bit weird, if feels like I'm on the moon when jumping - are you sure it's been implemented properly? Also the lack of shadows makes it quite difficult to judge distances, I think adding some shading to distinguish different surfaces a bit more would help.

Gameplay-wise, there are some odd things I had trouble with. Finding the key was easy, using it took a bit of work (I tried to move it into the lock, but then I realized it needed to be in the inventory and I had to "use" the door). In the next room, the purpose of the red balls, book and gray tablets (dunno what those were meant to be) was - and remains - unclear to me, did they actually have any use? The "forcefield" splitting the room in half, that required jumping over it to cross was not at all obvious (or was it a glitch? I'm not sure - I couldn't walk through it unless I jumped). If there was anything beyond this room, I didn't reach it - all the other rooms were empty.

All in all I don't regret downloading it, it's a good start. Would play the final version.

“If I understand the standard right it is legal and safe to do this but the resulting value could be anything.”

Edit: Opps, forgot to check the date.

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