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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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Splyth

Critical Feedback

3 posts in this topic

Hi everyone. I'm not sure where I'm supposed to post stuff like this. Here looked as good a place as any.

 

Anyway I'm looking to get some feed back on a game. It can be found here.

 

http://www.newgrounds.com/projects/games/612055/preview

 

 Is it enjoyable? Which parts can we improve on?

 

Any and all feed back is much appreciated 

 

Thanks

 

PS

I already know about the sounds for hero death and end of level repeating and I'm working on that now.

The music is not final. I am using it as a placeholder until I get my own done. 

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  • The center point  which you orbit around is not in the center, what is your thinking behind this move? The stars that mark movement are centered, the mis-alignment is a bit confusing smile.png
  • The sound was pretty loud, I had to lower my sound output to about 10-20% of max to make it comfortable. The sound is good though. Perhaps a mute button would be cool, since its a browser game. 
  • Perhaps you should cycle between 
  • I liked the "orbital movement". It made the game harder. 
  • Is there some way to restore a previous game session? Perhaps you should make a code or something that unlocks the levels (if you have played megaman games they had codes that unlocked levels). 
  • The color scheme is a bit all over the place. Do you have a color-palette you are working with? I guess it's eighties style so there should be colors and patterns. You are also mixing slightly different "styles" with the smooth 3d/shaded objects and the more chromatic background. Which "style" are you aiming for?
  • I would make the "play" button the same as the others, just a little bit larger and perhaps in a different tint then the others. My eyes quickly got used to the blue buttons and found it hard to discover the play button. 
Edited by mipmap
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Thanks for responding.

 

Really I appreciate it.

 

Now let me go in order and see if I can address your points.

 

We're talking about your orbiting around the center black spot right? If that is case it is something that I definately need to look into. 

 

Crap, I forgot turn the sound down.  I do have the functionality built in the code to do that. I totally spaced on it cause it's usually muted in the code when I work on it. 

I am hoping to have the options screen built soon which will have the ability to change sound FX and BGM volume as well as muting each or both.

 

Perhaps I should cycle between?  C'mon man don't leave me in suspense smile.png

 

Thank you; I got the idea from a classic arcade game called Gyruss.

 

Yeah it should autosave every time you arrive back at the level select screen after a level is done. Provided you let flash save stuff on your computer. If so just go back to the main menu where it says new game and continue; and hit continue. It should let you pick up where your left off with levels unlocked and such.

 

Clashing styles; Okay I'll talk it over with my artist and see what we can do to make everything mesh together better. Thanks for pointing that out to me. We aren't using any pallette I know of. But I think we'd better start

 

You're right. It is a bit out of place. One of those other style conflicts I need to get straightened out.

 

Thanks again for your help and if you think of anything else that I need to look at let me know.

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The unfinished sentence should have been "Perhaps you should cycle between two background sprites with moving stars, to guide the players eyes better toward the center." But then I realized you had already done that smile.png Forgot to delete it though...

Edited by mipmap
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