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Everything posted by aaryte
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I'm playing on an Android Pixel 2. Performance is totally smooth. Thanks for including touch controls! The main issue I have is that the enemies are shorter than me, and I'm opaque, so I can't see if they're dead or not when they're close to me, or behind a minion. It's also hard to tell if my missiles are hitting them or not, when they're far away. I tend to oversteer when aiming at distant enemies. Maybe consider more analog-like turning controls for touch and mouse users, and/or more of a velocity ramp-up on buttons, so that short button/key taps can be used for fine aim controls, while longer presses can still steer quickly.
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That's a nice simple game. Good work on that nested FOR loop. I like the wild ending. It might be more fun with sound effects!
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Theraxius - HTML5 2D action game + level editor
aaryte replied to therax1986's topic in Game Showcase
The screenshots look cool, but there's no way to play it yet, is that right? -
[WIP] Word Birds Typing Game, Looking for Feedback!
aaryte replied to Switchback Studio's topic in Game Showcase
I had fun, playing Falcon up to world 2 level 4ish. I kind of like the level design - the parallel word choices, timing challenges, etc. I honestly didn't pay any attention to all the complex power-up rules and just focused on movement timing, and that was entertaining enough. I like the measurement part between levels. One problem - there was a bit where I was off by one letter for a couple words. I expected the cursor to jump to the next word whenever I hit space, so that skipped/extra letters don't cause the player to be out of alignment for all future words, until they fix the character count. It could use more "juice" - particles, sounds, etc. But the core mechanic, and the level design, seem pretty solid. -
Yeah, that's right. If I step off a ladder sideways, I start falling at terminal velocity immediately. I even took slow-mo videos, and I can see that the player starts falling at max downward velocity as soon as they step off a ladder or a ledge. Some more gradual gravitational acceleration would make stepping off ladders easier - maybe the same as you have when starting the parabolic descent from the top of a high-jump. Even dismounting with a combo of up+right/left causes you to fall down at high speed. Maybe take the up/down arrows into account? Sorry to obsess over this one thing.
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Yeah, I agree. I was thinking about making stationary turrets, which would be used in shield-puzzle levels, but like a lot of ideas, I never got around to implementing it. But also, I don't love the shields. Maybe a short teleport, sort of like a dodge-roll, would be more fun? My plan is to leave game5 alone, and to use this good feedback to make a better game6 or whatever the next one is called. I kind of like leaving the bad stuff out there, to show improvement over time. I'm pretty motivated to make a better game in this same genre, because of the constructive criticism I'm getting here!
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I think I just tried walking off the ladders sideways? I remember I would leave at a sharp downward diagonal, not straight sideways, so I needed to be pretty high up to make it. I don't think I even tried jumping off, but I might be misremembering. I'll give it another try.
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There are a bunch of humans to talk to at the start too, so I was trained to look for stuff to talk with, I guess? I did eventually stop doing that once I got into the combat section.
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Ouch, I really blew it then. Hm. The "red creatures" are lasers you can pick up (with the tractor-beam button) and use. This playthrough might help:
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One lesson for me was that weapons that are good for players are not good for enemies, and vice versa. Player weapons should be really fast and responsive. Enemies should fire slowly and give you time to think, evade, shield, etc.
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Hold down the same button, to warm up and fire the laser you picked up. I think I made a mistake making the laser have a warm-up, and also be the first weapon you find. Long-press is pretty undiscoverable. I thought I could get away with it by having the warm up glow and make that increasing-frequency sounds, but if you just tap the button quickly you probably won't notice that stuff either. Good feedback!
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Honestly the player never needs shields. I only added them because I thought it was boring to have the "drop item" button do nothing when you do not have an item. Shields would be more useful if I didn't also give infinite lives. Adding and removing players is definitely confusing, and in future games I plan to have an "add/drop players" screen in the pause menu, and I'll use that to explain keyboard mappings, and maybe allow editing there too. Accidental player-adds (and self-removes!) are a problem on touchscreens too.
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Do you mean the actual keyboard and mouse button layout, or the purpose of the buttons (since they're both overloaded), or the overall rules of the game, or just all of it? In the first level, I tried to let the player to learn the basics of moving, and grabbing and using things, and cutting through walls with the laser. Them the second level has no weapons at first, and two enemies that are easily avoided or experimented with, so the player might learn about hiding and shielding, and later, maybe dropping items. But yeah, I didn't explain the keyboard layout in-game at all, or the purpose of the buttons on the touch screen. I should at least put those basics in the game, in the pause menu maybe, since the game starts in the pause state.
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Hah, I did the same thing - I would just walk around hitting Enter really quickly. It might be better if there was a more obvious sign when something can be interacted with, either the whole time it's on the screen, or when you get close to it.
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I love the very true-to-Lego theme. I had some of those space sets! The sit-to-duck thing is so true to form. It was solid and responsive throughout. Nice! My biggest problem was getting off of ladders and other climbables, across a short gap, onto a ledge. It seemed like I had to climb really high to clear even tiny gaps. But I didn't get far into the robot city - just a bit past the first raygun.
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Thanks! I put it on itch.io too, following up on a two-year-old suggestion from the last time I posted a game here. Plus there's a playthrough video. https://aaryte.itch.io/cave2d-game5
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I got to a good stopping point on cave2d.com "game5" so I think I'm done with it! *POST*. Game5 is the sequel to game2 that nobody asked for. It has local multiplayer support, keyboard/mouse and touch support, a few different weapons, tractor beams, shields, explosive mines which are fun to chain together, and sounds generated live with web audio. It was fun to make (which is good because I don't plan to make money with it) and I'd love to hear any feedback on it - thanks!
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Light box (game about jumping box that has to get energy or die)
aaryte replied to adeptnix's topic in Game Showcase
Holy crud, that is hard. I don't think I ever lasted more than twenty seconds, usually just two or three. But I played it about thirty times. It's fun though! Some suggestions: - Leave the score on the screen when you prompt the player to play again. Otherwise they have no idea what their score was unless they catch it in the half-second it's on the screen. - You don't need the ruler on the left. There's no time to look over there to read numbers to see how high you are. If you want an altitude indicator, maybe use the whole background as a parallax abstract landscape or something. - The red bullets add an extra cruel random death. I think the game is hard enough without that unpredictability. Maybe add them later in the game? - I think it would be more fun if the platforms had friction, enough for the player to come to a stop on them if they get a lucky landing. -
Your saving code looks OK, but the loading code is definitely wrong. getItem() only takes one argument, and you need to JSON.parse() the return value. Example use: var foo = {a:1, b:2} localStorage.setItem('x', JSON.stringify(foo)); var bar = JSON.parse(localStorage.getItem('x')); console.log(bar); That'll log something like "Object {a: 1, b: 2}" to the console.
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i played about three times in a row. My best game was my first one - I got over 900! I didn't even know how to die until it happened, when the fish-timer ran out. The controls felt right, and the cat animations are good. It's a nice little game.
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Circular arcs are on my wish-list of things to support eventually, but probably not any time soon. Rects are easier for terrain because that's what my editor is designed around. I'll try making the terrain rectangles smaller relative to the player, to smooth the curves out. I still don't know where I'm going with this, but I'll throw some graphics and sounds and props at it, and see how it feels. And definitely needs some critters to interact with.
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http://cave2d.com/game3/ I got surface friction working in my physics engine, so I tried gravity and simple rolling controls, and I think it's pretty fun. Desktop controls: left and right arrows, and SHIFT for turbo Mobile: swipe right and left
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I like the mood a lot. It looks great, and the piano music and ambient sounds go along with it well. Painterly, 1800's dreamy. It was easy to win by constantly pushing up and to the right, except for a half-dozen times when a cloud hit me, and I had to go down a bit to dodge it. What do the spirit or the other airship do? Do they just bump you?
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Congrats on your first game! Is it mouse-only? It doesn't seem to work on Chrome for Android. I got to level 1, and saw the seven hex tiles with yellow lines, but nothing responded to touch.
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Oh wait, sometimes it is full screen, and sometimes not. I don't know why. It's fun, but there's no sense of progress. You just play until you make one mistake. Or maybe I never got a high enough score to get to the next level? I'm in the low thousands. I do like the wall-bounces. I feel like Chun-Li.