• Announcements

    • khawk

      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.
Sign in to follow this  
Followers 0
Mario D.

Rush 2 - Looking for Feedback

8 posts in this topic

For around 14 weeks I've been working on a new project and I wanted to share it with this community. I want to see peoples' reactions to this project and hopefully receive some feedback and suggestions.

 

Rush 2 is a top down shooter where the player can only shoot projectiles from other objects in the world that are within close proximity to them. There is no limit to how many "Turrets" can be activated at a time as long as they are within range. It functions the same as a top down shooter and has a slight air of tower defense mechanics.

 

The player will explore the depth of this shooting mechanic and experience tense, dramatic situations that come from a game that teeters the player between power and helplessness.

 

click here for the Demo >> Rush 2 Game Demo

**You're going to need a mouse, and some headphones/speakers for the audio.

 

Basically I'm wondering what you guys think of the experience, any feedback is appreciated. Thank you very much.

Edited by Mario D.
1

Share this post


Link to post
Share on other sites

I would be interested in seeing how frequently combining will come into play as I continue on. I'm not sure if it's just in there as a shield breaker or if it's more of a puzzle but it wasn't hard to figure out how to do.

1

Share this post


Link to post
Share on other sites

pretty cool idea - i got stuck near the beginning where you get to the first door you need to open.. i could get both guns to fire so a button would click but the door wouldnt come open.. i tried both buttons.. maybe im just doing something wrong im not sure

 

i mean i think the point is that your supposed to combine the guns to break the shield of each button right? well - when i would shoot the button would just toggle on and off very quickly

1

Share this post


Link to post
Share on other sites

I like it very much.  The arena and the controls combine into a sort of action puzzle.  EarthBanana:  I know the Ghostbusters have their rules, but man, you gotta cross the streams.

 

Even in this short demo, I saw a lot of variety in the fights.  Sometimes you're just testing your mettle, whipping the targeting reticle around the screen to plow through hostile targets.  Sometimes you're maneuvering around threats like in a bullet hell shooter.  Sometimes it's an obstacle course.  Sometimes you're using the turret positions and your game piece to make patterns that solve problems.  You have time pressure when the red zones expand and a short HP bar and some enemies are shielded but the weapons always feel powerful and every time I lose I'm sure it's my fault and I could do better.

 

I really like what you have going on.  Add in a leaderboard and some fancy graphics and maybe a couple different turret types and I'd pay real dollars to play this game.

1

Share this post


Link to post
Share on other sites

Yea I'm in the process of improving the beginning rooms so there is a better progression of ideas. There are just too many concepts going on at once in that first room with the two buttons.

 

When the Turret bullets hit each other they become "Powered" turning yellow. Yellow bullets pierce yellow shields. Because of the precision you need to hit the bullets together and then hitting the buttons within a very short time of each other (implying they need to be hit at the same time) you may be able to hit one of the buttons or both but just not in sync with each other. You might see buttons get depressed but not stay down because the other button did not get hit in time.

 

It's weird. 

 

Anyway, thank you all for playing.

 

If anyone got to the very last 3 part room, how did you fare? I had some trouble balancing the difficulty in that room while still making it tense. Was the experience as the very end of that room (when you lost all Turrets) a good experience? How did you feel about it?  If anything. Did you manage to beat it?

Edited by Mario D.
1

Share this post


Link to post
Share on other sites

@Mario D, when I played the last room didn't seem to do anything. The buttons stayed down, the door remained closed, so I figured it was the end.

0

Share this post


Link to post
Share on other sites
  • Very nice particle effects!
  • I somehow ran out of ammo but had no instructions on how to reload. Perhaps a UI-layer with instructions and ammo/weapon info would be useful.
  • Runs smoothly, does use computer resources efficiently. 
  • No objective information (should be added in the UI-layer.
  • Nice sound effects
  • What are the interesting shapes doing inside the walls? http://snag.gy/2fwM4.jpg
  • The weapon does not fire from the tip of the player-triangle. Its somehow cutting from the sides in a strange manner. 
  • Sometimes I can fire and sometimes I can't. I guess I have to have a blue box within the circle, but there is no info confirming this. 
  • Some tutorial info in-game would be good (in the first room). 
  • Adding an extra ui-layer as a div can interfere with the libraries you are using to collect click events for the game. (My experience). Building the UI elements directly into the engine could be better. 
  • The second gate (with the dual buttons) won't work for me. 
  • A flare/shift of color that indicates source of fire would be a good visual que. You can for an example change the blocks that fire from light blue to dark blue or something.
Edited by mippy
1

Share this post


Link to post
Share on other sites

@Mario D, when I played the last room didn't seem to do anything. The buttons stayed down, the door remained closed, so I figured it was the end.

 

You're right. When those specific buttons get shot they stay down but the solution wasn't right. The room works and the door will open when the buttons are hit accordingly, its just a bug with the buttons that makes them look visually pressed but not actually, I'm sorry about that.

 

The demo continues for a while after that.

Edited by Mario D.
0

Share this post


Link to post
Share on other sites

I tried it out, using IE (I know most people use other browsers, but you should always try to be a cross browser compatible as possible)

 

There are only a few little things that I noticed

 

1) When loading the resources, after pressing the 'Play' button, it sort of just 'hangs' , at first I thought my window locked up, but then the game started, so, maybe  a 'loading' screen or progress bar would help to show that it didnt just lock

 

2) The screen will scroll smooth most of the time with the player, but on occasion the screen will shake, almost like there is an earthquake happening.  Not sure if you are doing that on purpose?!?!  If you are... cool, but if not, might want to check out your screen movement (camera movement) code.

 

I really think you have a cool idea, and I see lots of potential here.  Good job XD

0

Share this post


Link to post
Share on other sites

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  
Followers 0