Rush 2 - Looking for Feedback

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5 comments, last by SelethD 10 years, 4 months ago

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.

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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

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.

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?

  • 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.

@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.

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

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