Looking for criticism for my game, harsh is okay to

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33 comments, last by powerneg 10 years, 3 months ago

No doubt about that. But thank you anyway for expressing your concern, I appreciate it.

Previously "Krohm"

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I couldn't play it long. The background hurt my eyes and head. Something like that seems it could cause seizure (disclaimer perhaps).

The frame rate made it a little worse too.

The menu screen is uncomfortable as well.

But good job anyhow, because you have an actual finished game (I am still trying to complete one). haha.

Suggestions:

It needs a Theme

Substitute in a character for the ball.

Replace the cubes with other objects.

Add some more mechanics

It is amazing how adding at least one extra good game mechanic can make a game so much more appealing

Some effects

Add some more sound effects

Some particle effects also?

Basically

A little more design to the game would really help.

I really think that the theme would help it mostly (Angry Birds is just Catapult with a cool theme).

They call me the Tutorial Doctor.

Alright, I made some updates to the game and changed some things. I took the criticism to improve it. I still have plenty to change yet. I figured I would ask, if anyone has a few moments of time, to take a quick look and make sure I'm heading in the right direction with the feedback received so far. I'm also adding in the change log to make it easier to see exactly what I changed.

As usual, I really appreciate the feedback. The feedback is invaluable, especially being free. This community has been so awesome!

V 1.0.0.4

· Added new particles for character explosion

· Added larger black enemy square

V 1.0.0.3

· Changed text for buttons

· Increased size of score label

· Added reactions to cursor hovering

V 1.0.0.2

· Removed all options and options screen (Sound fx and music)

· Removed countdown to start

· Removed wait time to enter game

· Removed rectangle enemies

· Removed Distraction

· Removed instructions screen

· Cleaned events

· Removed unused sounds

· Removed points deduction from firing bullet

V 1.0.0.1

· Removed Touch controls

· Removed Kongregate Scoring

· Added ‘WASD’ movement controls

· Added 8 way movement

o Added horizontal and vertical movements in all directions

o Player is still at a fixed angle

· Removed scrolling background

· Removed static and TV border from all screens

· Removed Pause touch button from player screen

· Changed basic square enemy to an animated character

· Reduced collision points on enemies and enemies

· Reduced regular square to 1 health

· Removed Static sound from home screen

· Removed radio frequency sound from options screen

· Removed chatter sound from instructions screen

Also, I removed the instructions for now until I can think of a better way to implement them. The controls are mostly the same. Arrow keys move the player and space bar fires. I also added 'WASD' support for movement. The green ball that appears randomly is a power up that slows down the generation rate of the red squares.The player earns points by staying alive (1 point per second), destroying the squares, and missing the squares.

Here is a another link to make it easy to find: http://www.kurie.us/2013/11/attack-of-the-squares/

It goes directly to my blog with the game posted in an iFrame. Ignore the rest of the blog. It's a slow hobby thing and doesn't have a lot of compelling stuff. If you want to avoid the blog link, the link on the OP has the link to the game page directly without it being posted in an iFrame. I just thought it would be easier for people to have another link to click through without going back to the OP.

You've received a lot of good feedback on this. Here's my two cents.

The game isn't challenging enough. There are two enemy types:

  • Large Black Boxes that move diagonally.
  • Small Red Boxes that move horizontally.

Given only these two movement patterns, it's too easy to predict enemy movements and shoot/dodge them. You need something to keep the player on their toes. You already have a power-up that moves on a sine wave, why not try implementing an enemy that moves on a lower amplitude? You might also consider adding an enemy that can shoot back.

Also, Red/Green color blindness is the most common form of color blindness. Be careful when using these two colors to symbolize two different things. If you make enemies that can shoot, don't give them red bullets, or at least don't give them bullets that have the same shape as the player's bullets.

hmm, interesting short game.

a few things that could be improved:

- the music could be locked to the movement/speed of the squares.

- more enemies etc; maybe walls, levels, basically content.

- the ball doesn't accelerate or whatever, it moves at exact speed where you send it,

if it would accelerate it 'd behave more natural and challenges a player more on his, umm, instinct skills.

a temporal (speed)boost that can be activated to get out of a bad situation would be a welcome addition(or freeze/slowdown of the squares)

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