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suggestions for dinos

A topic by emmytoyonaga created Mar 03, 2018 Views: 630 Replies: 8
Viewing posts 1 to 4
(+2)

Hello,

I checked out your game at ECCC today and was hoping to leave some feedback about the game:

  •  the theme is very cute and catchy, which is great!
  • simple multiplayer is a great approach. I like how there's only one interaction button.
  • having a time limit was good since it causes players to communicate when time starts to run out.
  • Alex was very friendly and positive, which was awesome. ;)

Here are some suggestions: 

  • would like to see variations in how dinos get knocked out and additional collaborative gameplay elements. For example, a particular dino may require 2 hits to stun him: one to flip him over, and one to knock him out. (2 players have to collaborate to time consecutive attacks) It be also fun to have dinos that have unique attacks: ex. large ones that stomp 2 times and jump, land, and shake the ground around it, causing players within a certain radius to drop their items - ones that roll around in a straight line that cause the player to get hit back/drop item - flying dinos can only be hit out of the sky with rocket bottles (this also being a 2 hit attack thing). It be also neat to see different items do different types of damage. 
  • be cool to have different game modes (cooperative / VS mode) I think having an option to troll your friend is important. (hehe)
  • would suggest better warning system to player that they are off playable screen area. (give a few seconds warning and an arrow that points off screen of your character avatar/color/player number to give the player a chance to get back within the play space  - like seen in games like Spelunky, Smash Bros, Bro Force, etc.)
  • would suggest toning down (lowering contrast) ground tileset for arcade level.
  • I think having different types of cages or goals for the dinos are interesting but I would suggest having some sort of visual consistency between each one. For example, you can always have a shining square in the middle or around the goal/cage that is always the same size/shape/color for visual consistency. It be also cool to have fancy visual/ audio rewards when a goal is made.

Hope this helps! Comments like these are always subjective so feel free to take and leave whatever you like. ;)

- emmy (that weirdo from the Headliner booth)




 

Thank you very much for your thoughtful feedback, Emmy. I am happy you enjoyed the experience, the basis for RoboVDino, and my presenting it! I read through your suggestions, and wanted to let you know how they fit in, since they are fun, consistent, and great ideas. I plan on updating RoboVDino  after it releases and as long as players are still playing. Suggestions like yours make great content for future updates.

The dino attacks you described match up with dinosaurs (ankylosaurus, sauropods, pterosaurs) I have struggled to imagine challenges they would pose to players, so I added a couple of notes to my designs on those dinos to try out some attack ideas you came up with!

Item variety is a priority for the release and future updates, so keep an eye out.

Prior to ECCC, I never considered competitive vs. mode, but it was the most requested feature this weekend by a long shot. I plan on at least trying a prototype in the future.

The biggest enemy of players this weekend was the camera (at least until they learned how to navigate together as a team), so I plan on trying out some different ideas. Player markers are definitely in that list since they work for many other games.

I agree the carpet in the arcade needs work. I tried reworking it once before to a different arcade pattern (I modeled it after a pattern used in UK arcades in the eighties, but made it purple instead of bright blue). Because of some constraints with my tilemaps, I am having to repurpose the pattern, but here it is:

The fundamental problem with arcade carpet is it's all really, really busy! I do plan on working it over until I find something I like. I plan on at least trying to tone it down, like you suggested.

Consistency in the goals are a goal (pun not-intended, for once) in RoboVDino's design. I have a couple of refinements planned, since the arrow toward the goal was often hard to spot in the general carnage of 4-player mode.

Again, thank you for all of your great input and thank you so much for playing!

-Alex

Hi Alex,

I caught a cold at ECCC and am just getting over it (d'oh). Thanks for the thorough response and your willingness to be open to feedback. (it's an admirable characteristic for a creator to have) 

Glad to hear about the upcoming tweaks! It's neat to hear that other people requested the VS mode, since that means your game was interesting enough for people to want to play against each other. ;)

As for the carpet, I think I understand what you were going for - but I think the problem arises when the view is from the top and scaled down - making the pattern look busy. This is not the case if you're actually in the arcade looking at it in scale. I would suggest making the patterns bigger and knock down the saturation/value difference and I think it'll work! ;)

I forgot to make one more suggestion - I think I had a hard time really knowing when I picked up an item and ended up tossing it by mistake a few times. Would you consider adding a new "pick up" / "throw" animation set, much like what's seen in Zelda, Link to the Past? I think that having a motion for the robots to actually pick up items above their heads will improve the feel of the game greatly. ;)

Looking forward to playing the new demo! Hope to see you again at an upcoming con/meetup. ;)


- em

Ah jeeze, con crud! I'm glad you're doing better, that's the worst thing to bring back from a con.

What do you think of this arcade floor tile?


I plan on recoloring the arcade cabinets to have complimentary colors after I settle on a floor color.

Also, thank you for the pickup animation suggestion, my thought process stopped with a "bloop" sound effect and the hold animation set for the robot...

...but tiny arms make it really difficult for players to see on a big screen.



A pick up animation would be helpful in communicating "you got the thing," especially in conjunction with other context-specific effects. I'll probably be able to try something the week after GDC.


Hi Alex,

I hope you're having a good time at GDC! ;)

Yeah, I think the new arcade floor looks fun but but still easy on the eyes, which is great! 

Totally understand about the short arm thing, having had to deal with working on a franchise with characters with short arms. XD I just looked at some Link sprite sheets and it seems like they just extend his arms longer when he carries items above his head - would assume that arm extending will look less obvious with robots, which works in your favor. ;3

It was a blast! I got to sit in on some great panels (that I hope become public, since I'd like to watch them again) and met a bunch of cool people. I'm hoping I can do a write-up of it soon since I haven't posted to my blawg in weeks.

Extending arms is a good thought! I'll give that a shot and see how it looks.

Hi Emmy,

I wanted to let you know I added some pick up animations to help players notice when they pick something up.


Thanks again for the great idea!

-Alex


(+1)

Yay! I think that works well! Thanks for posting the update! ;D

(1 edit)

Yes! Thanks again for your suggestions!