Very early alpha of a retro 2D game -- keen for community critique

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14 comments, last by juur 11 years, 3 months ago
One of the things that I think is interesting is that you showcase a lot of technology, but not a lot of gameplay yet. This is not a critisism, it is more of something I recognize from my own work. As a programmer I am delighted that it all works. But as a game designer I think; that does not make a game yet. I have this with my own work more often than I would like.

Maybe you can make a few playable levels first to get a feel for what is fun in this game, before creating the entire crafting engine. I know this might sound boring, but I'd bet that you get some ideas and some more valuable feedback if people can play a level or two.
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I've no idea if etiquette is to reply or create a new topic, so I'll go with a reply...

As well as never ending technical tinkering I have updated the website to offering a choice (move your mouse over the logo) of windows installer (exe, does not require elevated permissions, it's not signed though so you get a load of warnings), a java web start (probably the 'best' in terms of effort & benefit of auto update), the existing applet and a ZIP of the game.

I have also made a little tutorial level to guide through the game features a little more. I've also included some background music (m turns it off), which has made the download a little larger (still only a couple of MiB).

It is as usual available here: http://fortune3.to/game

My general view is technically it is about feature complete, and bug removal/ease of use should be the technical focus. Content should form the bigger focus. Do people agree?

Really nice! Think I found a bug though. In the area when you find your first mob, I got hurt a few times, walked to the upper wall and the applet blacked out instantly. Not sure if it's a bug or a feature;)

I actually really like it apart from the mob. It's annoying when you're trying to hit it with the left control when you're moving around with the WASD keys. Also, at one point the skull thing could hit me when I couldn't hit him, strange stuff. Never the less, cool game!

You just throw player into some strange world.
I tryed to fight dogs. Then i saw some stuff on the ground.
Was chased by sceletons, run through upper door, see coast, pick stick, pick stick, run back - different place.
Same door - different place. And i'm dead. I love it, no jokes.

Almost sounds like 6 Days a Sacrifice, lol. Let's have a looksie...

Amassed an army of stray cats.
Acquired flamethrowers and discovered the OPness of the mighty BRANCH.
Defeated the restless dead.

Some problems I saw:
* Seems like pets wait for you to take damage before they defend you. I had like 4 HP and my army of cats would not attack the enemy because I had to run away lest I take any damage.
* WTH is going on with the timer?
* My inventory vanished consistently. I need a place where I can safely store more branches.
* Is the crafting system implemented yet? I dunno if that was just my inventory vanishing or if the system isn't there yet.
* I eventually ended up going up a staircase that somehow led underwater. I could not move and I seemed to be offscreen. There was a label on the top bar that said 'oxygen:' but there was no accompanying display.

It's fun to play with. Feels fast-paced without forcing you to play fast-paced and the exploratory "Gee, what's in THIS room? OMGOMGOMGOMG" style is something I miss from retro days.
void hurrrrrrrr() {__asm sub [ebp+4],5;}

There are ten kinds of people in this world: those who understand binary and those who don't.

[quote name='Khatharr' timestamp='1357080252' post='5016494']
* Seems like pets wait for you to take damage before they defend you. I had like 4 HP and my army of cats would not attack the enemy because I had to run away lest I take any damage.
* WTH is going on with the timer?
* My inventory vanished consistently. I need a place where I can safely store more branches.
* Is the crafting system implemented yet? I dunno if that was just my inventory vanishing or if the system isn't there yet.
* I eventually ended up going up a staircase that somehow led underwater. I could not move and I seemed to be offscreen. There was a label on the top bar that said 'oxygen:' but there was no accompanying display.
[/quote]

* Yeh, I guess this could be changed from defensive to aggressive pets, maybe a stance thing?

* Yes, time is somewhat accelerated so I can test the day/night cycle you can see when outside, it should run at 1 second = 1 minute i think.

* Hmmm, this sounds like a bug!

* I think this is due to the randomly generated map allowing the player to spawn inside solid walls/water. But I'll check it's not something else.

Thank you for testing, it's great to get feedback!

It's annoying when you're trying to hit it with the left control when you're moving around with the WASD keys. Also, at one point the skull thing could hit me when I couldn't hit him, strange stuff. Never the less, cool game!

I'll add right CTRL as an attack shortcut too.

The issue with not hitting is the collision is with your sword, which if you stand on the skull, your sword spawns off him. Need to fix that!

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