Sign in to follow this  

PlasmaPig: released!

This topic is 2648 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

game released!
http://www.greatgamesexperiment.com/game/PlasmaPig


Hi all, I'm working on this freebie game at the moment, and I want some playtest feedback.. I was hoping you guys could help me out :)

here's a screen:

screenshot

Ok so the premise is a challenge to myself to design a game with one-button input, and the method I came up with was you travel around these circular force fields, and change circles by pressing space bar when the character is over the small green 'connecting' circles. Your accuracy in timing these presses will increase a 'score multiplier' bar, and also increase the speed of the character. If you miss, the bar falls and so does the speed.

The aim of the game: destroy the robo-hogs which are advancing and chewing on the force field circles, eating their power. If you let any of the force fields dissapear it's game over. There's one more complication- some of the incoming robo-hogs have shields, and must be destroyed from hitting them on the unguarded side.

powerups
some power ups appear to help you:
heal: this heals whichever force field you are orbiting
slow: slows down the advancing ships
fireball: this allows you to destroy shielded enemies from any direction, and increases your destruction range
explosion: bomb effect

download (9.5 meg or so):
**notice: while i have scanned this file for viruses, and have never had any problems with quest3d exes, I cannot accept any responsibility for data loss or damage resulting from downloading this file**
http://www.greatgamesexperiment.com/game/PlasmaPig

I would love any feedback you can give, especially on the difficulty curve, as is it so easy to misjudge this playing your own game over and over again. There are currently 5 levels- you need to beat the current level to get to the next one, with infinite retrys. I will be implementing 3 lives and a hi-score table

thanks!

*update:*
http://www.redprodukt.com/testing/pigs_beta_02.exe

changes:
first level about half length
difficulty ramps up quicker in later levels
player moves a bit faster
multiplier bar fixed to screen
current multiplier displayed on bar

[Edited by - RedProdukt on September 13, 2010 6:53:56 PM]

Share this post


Link to post
Share on other sites
Sorry, I'd test it, but I'm not to thrilled at the idea of installing random software on my computer. If this were made in flash, or browser based, I'm sure you'd have a much better response.

Share this post


Link to post
Share on other sites
The game's quite fun, but may be quite hard to get familiar for some players (not me ^^ key is passing odd force shields to reverse the move ^^)
It reminds me an old FC game, which is about control a fist to eat all the dots and use hands to graping the nail on board to turn around ^^ Sorry for my crap English.

For the gameplay, I just have a bit suggestions.
1. The Power Up which slows down the enemies are annoying - it makes me wait :( as I can only hit the enemies close by a force shield.
2. Maybe show the health by the size of force shield will be better - reduce the force shield from the inner side ^^ and keep the outline of the force shield unchanged.

Share this post


Link to post
Share on other sites
hi Cygnus_X, sorry to hear that. I guess I thought on a forum with large sections devoted to programming including C++ that people would be used to sharing windows game exes. Most indie games I've ever played have been .exes.
Don't know if it helps but it is not an installer, it is a standalone executable made with quest3d, so no registry changes will take place or anything like that.

MoonPine: thanks! the slow down is intended to give players breathing space when the screen gets quite busy, which can be useful. maybe I should limit its appearence to when there are more than x number of enemies, to ensure it's usefulness

good idea about the health! I agree that would work nicely to help display the status, I'll look into it.
thanks!

Share this post


Link to post
Share on other sites
Hi RedProdukt,

First off, I had some fun despite only having a quick go and definitely feel that the central mechanic is a solid one. The movement makes me think of a spaceship using a planet's gravity for a slingshot effect. I like the art style as well (although I did double-take when I noticed the pigs).

It took a little while to get used to the game, but on my second attempt I was able to complete the first level without any problem. The second level was somewhat harder. You might want to consider adding a couple of easy but shorter early levels (perhaps skippable) to ease the player in slightly, introducing shields and enemy types more gradually.

There were a couple of specific things I noticed:

- Enemies would sometimes cross the path of one force-field on their way to attack another. This resulted in them being at a strange angle with respect to the player and introduced some confusion about how to destroy enemies with shields

- Overlapping circles in the later stages make the levels more interesting, but it can initially be a bit confusing and make it take a while to learn the path around

- The shifting of force-fields as one or more shrink actually looks nicely implemented, but it inevitably causes a "wandering" visual effect which can be a bit disorientating - Moon Pine's suggestion is worth prototyping and comparing to the existing solution

Share this post


Link to post
Share on other sites
Hi WavyVirus, thanks for checking it out!
i've had a go at improving the legibility of the space station's health display:
http://www.redprodukt.com/testing/pigs_beta_04a.exe
screenshot

I haven't quite used the thinning inside line technique, I tried a quicker solution of an inner field which shrinks down- I think it does at least give a much clearer picture how damaged a field is

here's the changes:
-player now slowly heals ‘current circle’ all the time
-new ‘inner forcefield’ to help represent health
-enemies have indicators when in range, and crosshair when you’re over them (this doesnt indicate if you can kill shield enemies yet)
-enemies fire ray beams at the stations to indicate attacks

I think you're on the money about making ealier levels a bit easier and slowly introducing elements. I reckon the first level should probably have no shield baddies at all, I'll work on the difficulty curve

Share this post


Link to post
Share on other sites
how do! sorry to spam the thread so much, but there's a new version:
http://www.redprodukt.com/testing/pigs_beta_06.exe

changes:
this version is back to a pinball type mechanic where the ship 'bashes' into enemies by itself, with one key change:

- hitting the 'switcher' circles builds a 'fuel' bar
- hold the space bar to use fuel and accellerate your ship, and increase your multiplier
- baddies now have health and you only damage them a little when moving slowly. charge up to max speed to kill them in one hit!

additional changes:
exclamation mark warning sign when station health goes below 50%
new coloured trail and effects dependant on your current 'level' of speed

thanks!

Share this post


Link to post
Share on other sites
* The enemy's HP's too high - even the little red one needs 2-3 punches to break :(
* The initial fuel (or speed)'s too low. It's very hard to get around the trajectories.
* Speed up and switch trajectory're conflicting - I cannot keep speed while switching the trajectory (So I'm forced to slow down after switch trajectory). I think the first design's better - switch trajectory increases speed directly.

Share this post


Link to post
Share on other sites
hey, thanks for the feedback :)
I've made many changes which should improve the experience, so please try the latest version and let me know how far you get, what you'd change :) cheers!

MoonPine: I haven't reduced the enemy's hit points, but it should be much easier now to build speed and damage, and I've fixed the conflict you mentioned

latest exe:
http://www.redprodukt.com/testing/PlasmaPig_beta07.exe

screenshot
screenshot
screenshot
screenshot

Main change stuff:
- graphical improvements
- difficulty curve adjustments
- can press and hold to boost even when triggering switcher circles
- music
- err, lots of game tweaks I can't remember to list

thanks!

Share this post


Link to post
Share on other sites
Love the pig in the starting screen hehe..... i think the game would be so much better if it was faster, and levels were bigger with smaller spheres and more pigs to guard! but it looks awsome but needs a tad more polishing.

Share this post


Link to post
Share on other sites
The game looks very sweet with that piggy and nice effects but for now it seems to hard. I was trying earlier versions and it was quite nice difficulty increase.

I guess you'll be building a larger game from this demonstration so there'll be easier maps etc. but for now it's enemies HP is quite difficult to overtake.

I suggest as as additional power up - "Child Piggy" or something that will spawn small vehicle of yours on the field you pickup powerup at.
It will help you for a while...

Graphics = ++
Music = ++
Gameplay = + (need some additions etc.)

Keep it on!

Share this post


Link to post
Share on other sites
thanks for the comments!
game released!
http://www.greatgamesexperiment.com/game/PlasmaPig

changes:
various menu updates, useful stats, updated graphics
balancing changes including:
more enemies
enemies have less health
enemies do less damage

which should make for more franetic but not more difficult gameplay (i hope)

This is probably my last test version before release, so if anyone has any last feedback, get it in now! I really want to hear how you find the difficulty curve and general experience, and what could use the final polish


Blodyavenger: I love the pig helper idea :) thanks! will see if there's time to add it, if not maybe in an update!

karpatzio: I've made it a bit faster now for you :) I think if you reach max speed (full white bar) it goes pretty fast.. there's a speed boost power up too to get you there even quicker :)

[Edited by - RedProdukt on September 13, 2010 6:58:13 PM]

Share this post


Link to post
Share on other sites
hi all! just a quick update to let you know I've uploaded the final exe to The Great Games Experiment:
http://www.greatgamesexperiment.com/game/PlasmaPig

thanks for all the input!

looking forward to getting the next game to the point where I can share :)

Share this post


Link to post
Share on other sites
Quote:
Original post by RedProdukt
hi all! just a quick update to let you know I've uploaded the final exe to The Great Games Experiment:
http://www.greatgamesexperiment.com/game/PlasmaPig

thanks for all the input!

looking forward to getting the next game to the point where I can share :)


Nice game, a bit more feedback (allthough you're finished)

Since its a single button game it would be really nice if it was playable with the mouse aswell, also the game is a bit short (More levels would be nice).

You definitly got some great gameplay there though and with a bit more polish and more levelsi would probably pay for it. (iPhone/Android version could be nice aswell)

Share this post


Link to post
Share on other sites

This topic is 2648 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this