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      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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nephtyst

My First try in HTML5 game

6 posts in this topic

hi all it's my first game in HTML5..
please give suggestions and feedback so that I can make the game better ^^
this is link to the game :

http://www.kongregate.com/games/vicviper2104/fruit-war


and please rate the game if you dont mind ^^..

thank you very much.
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Not sure if you're aware, but I'm getting warned by my browser about insecure SSL certificate to dl.dropbox.com when I try to play your game. It doesn't seem to happen on other Kongregate games.

Might want to look into that, as I'll guess it's a pretty strong turnoff to a casual player.
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I didn't get certification warnings .... The game is all right, but I would speed it up a bit and add some more elements to it.

My main issue with the game it, it blends into the flood of casual games that are out there today. It needs unlockables, hidden items ( easter eggs ), upgrades , e.t.c. to stand out.
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I found Level 6 to be pretty tricky compared to all other levels around that set.

Level 12, 13, and 14, you don't extend the blocks at the top off-screen, so you can just aim straight up and shoot over easily, bypassing the challenges.

The pineapples and their vision mechanic don't make the game any more challenging; they just waste the time it takes to fire your one shot. That mechanic needs to be reworked.

Level 23, you can't zoom out far enough really. The text covers a top block and that's a little annoying.

I played through all 24 levels, but the game just went to the title screen after completion. So there's no end game credits or "you won" message. That makes it feel like an incomplete game.

Overall, it's a cute little game, but too repetitive, not enough mechanics to make it challenging. There's pretty much only one way to solve most of the puzzles and it's more based on consistent timing than anything. I think it needs more varied music as well. You always start out on the left side of the screen and your objects are on the right. Just an observation.

Nonetheless, congratulation on your first HTML5 game! It's a really good start, but there's a lot more work to be done on it. Good luck!
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HTML 5 is cool. I wrote a game in HTML 5 one time and put it on the Android phone. Ran well but the controls were too sluggish so I abandoned the project. I think HTML 5 works well for browser-based games. I like your game and the graphics are impressive. Didn't get too far in it, though.
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