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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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0Hayes

Mo' Mentum Beta

5 posts in this topic

Hi,
My names Rob and I'm working on my first game with a friend of mine, Ted. As you can tell were a small team, I'm the creative and he's the coder.
Mo'Mentum is a 2D platform game, with classic 8-bit graphics. The aim is to avoid obstacles, fight skeletons and get the highest score possible!
We will be releasing a free version of the game on the web and in time a mobile version with a couple of extra features.

Now why I'm posting is I'm hoping to get some more people to test the game out before we release it on sites such as newgrounds and kongregate.

Find our game at [url="http://www.mo-mentumgame.com/"]http://www.mo-mentumgame.com/[/url]

Thanks for the time
Rob Hayes

(Like the game so far? Give our [url="https://www.facebook.com/MoMentumGame"]facebook page[/url] a like!)
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Greetings!

I found a major flaw, which I'm sure was used for testing purposes or something but really shouldn't be in the playable online version; pressing down makes you fly fast & high [img]http://public.gamedev.net//public/style_emoticons/default/wink.png[/img] It's a nice game though, good graphics, pretty smooth controls, nice basic sound. Small suggestion though; in the beginning, where it counts from 1 to 5, it would probably be better if it counted from 3 to 1, takes a little less time and make a little more sense (no offense intended of course).

Best wishes,

Dennis Edited by Thoughtzone
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Looks really nice!
Just a couple issues.
When the game starts and it tells you how to move and jump it does not carry on. If I go left off of the screen it says I failed. Not sure if I'm not doing something I should but it isn't clear.
Like the other person said pressing down makes you fly.
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Cheers for the feedback guys!
Dennis: Thanks dude that's a great idea for the countdown, it does drag a bit at the moment. Also we honestly just forgot we left the fly jump in their.
CryoGenesis: Cheers, that's a pretty interesting one. There a cross you can click to close it, or press enter. Would a bigger cross make this more apparent?

Thanks again for the feedback, greatly appreciated
Rob
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Hey guys,
I think we've managed to pick up on most of the gameplay bugs and were working on fixing them now.
What were interested in now is finding out how difficult or easy you found the game.
For instance we're interested in if you have been able to reach the vertical sections and if so on how many attempts?
Also which events did you find the hardest (spikes, skeletons, boulders, or platforms)?
Where you willing to try again after dying? If not, what put you off?

Cheers guy, feedback on this will help out loads.
Rob Edited by 0Hayes
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