A one level demo treaser of my platform-shooter

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320x240
Posts: 655
Joined: Fri Nov 16, 2007 12:07 pm
Location: France

A one level demo treaser of my platform-shooter

Post by 320x240 »

I decided to scrap my auto-scrolling platform-shooter, to much reliance on memorization, and instead made it into a non-scrolling one. It's nearly finished now but I have decided to put the project on hold for a short while as I concentrate on developing another graphics style. The thing is that the graphics and presentation doesn't really suit the game. They where originally meant for a childrens game and now I'm using them for that purpose again. The game is supposed to be the first of a number of arcade-like games I was going to try to sell as downloadables (yes, sell). Besides, I really like single-screen action games and would like to finish it anyway.

Any critique are welcome as you are basically my target audience. There's some graphics that needs to be cleaned up but otherwise I don't think there's any bugs. Use Z, X and the arrow keys. No joystick support yet.

http://willhostforfood.com/?Action=down ... leid=49212

Code: Select all

Z to shoot
X to jump
Down to roll
Last edited by 320x240 on Sun Jan 11, 2009 3:03 pm, edited 1 time in total.
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worstplayer
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Location: Slovakia

Post by worstplayer »

Graphics are nice, but the gameplay is...odd. Shouldn't those moving somethings only hurt you when they go down?
"A game isn't bad because you resent it. A game is bad because it's shitty."
Ex-Cyber
Posts: 1401
Joined: Thu Oct 25, 2007 12:43 am

Post by Ex-Cyber »

First impressions:

1) The color scheme on the menu is almost unusable. Maybe influenced by the fact that I'm red-green colorblind, but selected vs. unselected entries should be distinguished by more than hue in any case.

2) The enemies don't really do anything except force you to mash the fire button. No timing, no tactics, no strategy, no skill; you just mash the button fast enough or you die. This is the sort of thing that makes a game feel like work instead of play.

3) The variety in the obstacles is almost entirely superficial. They look different, and there are trivial differences, but fundamentally they're all deadly bits that periodically move up and down just enough to be avoidable.

4) I didn't get any sense of inertia in the character movement. Realism may not be a goal, but it just feels wrong at an intuitive level to have force = speed. Even completely abstract things like cursors frequently incorporate acceleration to avoid this. I'm not saying it should necessarily be at SMB levels, but there should be something there to give the character some weight.
320x240
Posts: 655
Joined: Fri Nov 16, 2007 12:07 pm
Location: France

Post by 320x240 »

The whole point of the game is to traverse the level as fast as possible, which would have been reflected in the score if that had been implemented yet. It's basically a racing game. Get from A to B as fast as possible.

Try timing you're jumps and notice that you can roll even when in the air. It's this rolling in the air that is key to clearing a level fast.

The skulls are there to keep you occupied. Basically, the whole shooting part is there to force the player into a certain rythm. If you don't play the game agressively it's just a nuicance.

Here's a link to a video of me playing through the first level:
http://willhostforfood.com/?Action=down ... leid=49233
trivial
Posts: 417
Joined: Sun Jan 30, 2005 2:27 am

Post by trivial »

This game is fast-paced enough that the 60fps limiter is ill-advised. Perhaps that's one of the inaccessible options?

Also, don't design gameplay around the assumption that no one will figure out autofire. :P
320x240
Posts: 655
Joined: Fri Nov 16, 2007 12:07 pm
Location: France

Post by 320x240 »

trivial wrote:This game is fast-paced enough that the 60fps limiter is ill-advised. Perhaps that's one of the inaccessible options?
Why is that?
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