Fancy blockout!
Is that layout already tested?
Otherwise I'd think there are unnecessary detail brushes that could be irrelevant to playtest the map (mainly the rails).
Fancy blockout!
Is that layout already tested?
Otherwise I'd think there are unnecessary detail brushes that could be irrelevant to playtest the map (mainly the rails).
Quote from PuddyJust tried it. It has 3, levels right? The Eye is the last one? I got back to the main screen after completing that level anyway.
Gotta agree with ForbiddenDonut on all points. The mechanics didn't really grab a hold of me and I completed the third level without realizing what I'd done (some bug maybe, felt a bit weird).
Yeah, that build has only the first 3 levels, The Eye level being the last one before returning to the main screen.
QuoteThe third level's design goals are to introduce a new mechanic, teach the player how to swap planes and show that, given the right conditions, it's possible to finish a level by simply swapping planes.
That might be a little confusing at first, but I believe the following levels will help to make more obvious what happened: as the trees were already correctly positioned on both planes, as soon as you swapped them, the Eye got formed.
Quote from ForbiddenDonutDisplay MoreI played through it.
I don't think I really understand the core engagement of your game. All I did was move a bunch of shapes into their needed spots in order to satisfy context-less characters. It all felt very abstract and with little to no intellectual or emotional impact.
Part of the problem for me is that, even with multiple 2D planes, there's still a very limited amount of spots to move objects to create your shapes. The game can be solved completely by trial/error on every spot. So it doesn't make the player feel all that smart for solving it. There's a very small possibility space for interesting choices. It also felt very hand-holdy. I understand it's the first few levels, but you need something there to show how far you can go with the mechanic. Doesn't need to be challenging - just engaging.
Also, please don't make it so you walk slower when you're moving an object. It's really annoying. And I don't understand why there's a "No-entry" sign when you switch between the front and back planes. It made me feel like I couldn't do that action for a while until I realized I could.
I apologize if I seem harsh, but I wanted to be as honest with my feedback as possible.
The core of the game is to move shapes to where, combined with other shapes or elements of the background, they result in the forms that represent the goal in that level (level 1: ice cream cup; level 2: triangle and head; level 3: eye). For tutorial purposes, it was very obvious where the needed spots were in the first levels, but the dotted lines are present only in those first two levels. I believe the dotted lines could give the impression that the game is about moving objects to obvious positions, which is not so true. Any suggestion on how to make that better?
The third level's design goals are to introduce a new mechanic, teach the player how to swap planes and show that, given the right conditions, it's possible to finish a level by simply swapping planes.
That might be a little confusing at first, but I believe the following levels will help to make more obvious what happened: as the trees were already correctly positioned on both planes, as soon as you swapped them, the Eye got formed.
Also, I'll implement more levels to explore the swap mechanic to try and demonstrate how the interesting choices can be present (SPOILER: you will be able to swap planes while holding an object and create forms with objects from different planes).
About the player speed: thanks for pointing that. I agree and removed the "speed while holding an object".
About the sign, it's supposed to communicate that you can't walk while you are in the "plane swaps mode". Playtesting showed me that players needed a visual feedback to know that something was happening that was preventing their movement. I'll change that sign for this here:
[Blocked Image: http://i.imgur.com/5ZbaNQS.png]
Don't worry about being harsh, I didn't see it that way. I think it was a very honest feedback, which is exactly what I look for when I request feedback to improve my skills. Thank you!
Quote from FrieChamp
..but...but... drugs are cool ![]()
the movie was just boring. the idea of actors playing themselves was funny for a bit, but the whole
Quoterapture
thing became old really quick.
Word.
I had a few laughs, but after what I had read, I also expected more.
yeah... it wasn't that bad though, but some scenes were too predictable
This is the End
Very funny movie with a great casting of actors playing themselves, but way too much of "drugs are cool" vibe.
Quote from ChA1NsAwFinished it, only thing that annoyed me was the movement speed. Too slow I think.
Thanks for the feedback!
The movement speed has been a problem along the playtests... lots of players complained about it being too slow. I've been increasing the speed since then on each new iteration.
The white arrows that show up on the third level have been redesigned, so they don't pollute the screen and do a better job design-wise:
[Blocked Image: http://i.imgur.com/u9evAPQ.gif]
I would put some love in the back of the weapon (that part that is near your shoulder). It looks so empty comparing with the middle of the gun (nice pattern!)
[Blocked Image: http://i.imgur.com/zmBoVuC.png]
I need your playtest, Hurg!
The game is still in development, but you can finally play the first three levels to see the idea behind it:
** Thanks for your interest. A new build will be available next week, with the new level. **
Hopefully you guys can playtest again and check the improvements based on your feedback ![]()
More info here.
Don't expect a big challenge, because those are the levels to teach you the different core mechanics early in the game.
Anyway, every feedback is valuable to help me decide where to take this game. Thanks.
I like it.
I see LoL as a very casual version of DotA, but still following the same overall design.
I see Dota 2 as the exact same as DotA, but with different visuals and a great emphasis on the community (great support to competitive game streaming, specific interfaces to improve the spectators' experience, etc). But of course, since the last patch, it looks like Valve's game is dis-attached to the original mod.
In Blizzard's case, it seems they decided to make something different: shorter matches (half the time than what an average Dota 2 match lasts?), created different maps, added a new floor to them (in one of the videos we see a player going to the lower ground to search for skulls) and, for what I understood, certain quests that reward the team who completed to push forward towards their main goal. No last hitting could make the game more casual, but I don't know how well that combines with the new maps to achieve a casual experience. Being able to change a hero's ultimate skill could be interesting.
I loled when they said "hero brawler genre". Come on. Just say "dota"! Riot likes to call it "MOBA". I think Valve calls it "ARTS". Can't these companies just be fair with gamers and call the genre the same term? We all know it's dota. And that is an ARTS. We don't call FPS a "soldier shooting genre".
Requiem for a Dream, following Vivi's suggestion on facebook ages ago.
Cool movie! And crazy as shit. lol
Pretty cool song created based on Counter Strike! ![]()
Counter Strike (Kyral X Banko Original)
So while I'm iterating the game based on the feedback received during the Unite Brazil, I created a new logo.
This new concept relates to the core game mechanic a lot more than the previous ones, which is "creating forms visually by combining objects":
[Blocked Image: http://i.imgur.com/JOzUEsl.png]
So. Any feedback?
The previous version can be seen on the lower left corner of the night environment posted above.
Thanks.
Testing a night background. Thoughts?
The bottom part is not so important because it will be hidden most of the time.
Also, another concept of the logo.
[Blocked Image: http://i.imgur.com/8c7TFLI.jpg]