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cdosrun01

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About cdosrun01

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  1. Hello Internet,   So, as the title suggests I created a demo and I want feedback on it, but there is a reason why I'm posting it here instead of the indie dev sub-forum.   The design is questionable.   I sought out to create a simple puzzle/strategy game where the player has to direct a ball via walls, which changes the direction of the ball, and guide it into a hole.  However, before the ball can go into the hole the ball has to trigger levers that activate the hole/gate. Once the hole is activated, it changes from white to yellow and now the player knows they can advance the level.   So, here are my questions about the design. 1) Is the objective too complicated?   In future levels, there will be many moving parts. It will be akin to the old nursery rhyme, This is the House That Jack Built, where the player will have to move up to get the trigger, that will lead into the portal, that will teleport them to the next trigger, that will bounce off three more walls that will get the last trigger and finally end in the hole. I want to include power ups and what not to clear obstacles in the harder levels, but if the basic concept is too much for the average person, then I have to rethink the whole thing.   2) Is pushing the player to just jump in, a bad thing?   I hate tutorials. Like, I really hate tutorials. I always enjoyed games that sort of told you what to do and then just let you do whatever. Like, maybe the tutorial is 1 to 2 minutes long, but nothing as long as say the Magicka 2 or COD tutorials. Something like TLoU where the player is  in the game and the mechanics are revealed as they move on, is what I am trying to achieve here. The first 2 - 4 levels serve as a tutorial where the player is first shown than expected to use the rest of the mechanics in the game. When something new is shown, like the portals, they are just told, these are portals and are expected to use what they know from the previous mechanics (i.e. let the ball run into the flashing thing) to see what happens. I don't want to belittle the players nor do I want to give them too much credit, so is this the right way to do the tutorial with a game like this (i.e puzzle games)?       Link to the Game: http://www.newgrounds.com/projects/games/910198/preview
  2. cdosrun01

    Maze Game Demo

    Hi all.   I just finished a demo of a maze game I'm creating. I don't think there are any bugs in it so I would like to know what you all think.   Now, I've been a little hard pressed on what to add to the game. It feels a bit empty to me, but I'm a bit afraid of biting off more than I can chew.   Anyway, check it out and tell me what you think!   http://www.newgrounds.com/projects/games/889836/preview
  3. cdosrun01

    Art Vs Content

    Whilst working on a side project of mine, a question donned on me, which is better art or content?    Personally, I like content better than art. Content as in, quality of story, writing, and game mechanics. I think art is important, but sometimes it gets in the way of what the game could truly be. I've seen many a game with fluid animation and stellar graphics, yet lacking in story, writing and overall game play.   Although I may be biased since I'm a programmer and can't draw to save my life :p (aside from a killer stick man if I do say so myself).   Which do you think is more important?  
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