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Chuck Michelson

20
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3
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A member registered 45 days ago · View creator page →

Creator of

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Hi DevinWill645! Thank you so much for taking the time to check out my game. It really means a lot. 

All your notes are well taken - (1) tutorial; (2) make objectives clear and provide guidance on why it is set up this way or give the player a nudge in the right direction perhaps; (3) anticipate some overwhelm at first. I will most definitely make these updates. Thank you for your feedback!

I'm happy to return the favor if you have a game you'd like for me to test out!

Thanks,

Chuck

I love the vibe. A played for a few minutes here are some comments:

- I was full screen, want to check how to attack because I forgot, pressed ESC, and got this: 

An error occurred running the Unity content on this page.

See your browser JavaScript console for more info. The error was:

TypeError: Pending operation cancelled by requestFullscreen call.

- I'm not a great gamer but I was able to get the hang of the first screen

- I seemingly made it through the first screen, but each time I crossed over into the nighttime screen it made me start over.

Subscribing because this looks like a cool game!

Hi everyone,

I would like some feedback on a very short game about neuroscience. It's called Build the Frog. You have to design a (simple) brain circuit to make the frog do various things like leap, face the fly, catch a fly, find a mate, and flee a hawk.

At the end, you put it all together and release your frog into the wild. You watch it survive and get a score card for your frog.

Importantly, the game has full example solutions. So if you're lost you can cheat and just load the answer and watch it go.

This is a demo of a larger game I want to make.

Game is here: https://chuckmichelson.itch.io/build-the-frog

Thank you so much for your help in trying it out!

Always happy to return the favor - give me a link to your game and I'll try it!

Wow I like this game! Safari on a MacBook. Your questions:

- tutorial is not too annoying; just the right amount

- yes it glitched a few times but not terrible; does not ruin game

- balance I don't know; I only made it past wave 0 (or 1?) but the intro difficulty is just right

- yes I would play more for the satisfying destruction of asteroids - but the controls need to be easier for a trackpad

Other comments:

- Controls are hard. Can you make left and right arrows rotate clockwise / counterclockwise? As a second option for trackpads? And I want to fire with space bar too?

- story and graphics are awesome.

- I think the trailer is too long

- I like that there are high scores leaderboard

Really cool game, yes I would play more of this! Nice work!

One other minor comment is that I think the visual aesthetic hasn't fully gelled yet. Here's why - the UI is nice and smooth with rounded corners, etc. So it looks really nice. But the game is more about something I think of as rough around the edges, old, storied, etc. So the clean UI (despite being nicely readable) feels slightly out of sync with the content. For whatever reason the UI also feels a bit flat - like the elements on it don't have depth? Again I'm an outsider and I don't know what any of the in-game things are, so please take with plenty of grains of rice, or ignore altogether. Keep up the good work!

I like this game, especially that's it's infinitely playable. But I'm not totally sold on the procedural levels. Maybe the procedure could have more limits so the difficulty is about the same each time? And then put a difficulty setting?

Likes:

- no setup - start playing right away

Wish list:

- too difficult. One spike and I have to start over again. There are a lot of hazards to watch out for and I can't make it very far.

- I made it to the end of the level and found the house, but it just made a bad noise and nothing happened. Do I need to collect all the coins to beat the level?

- music is too repetitive 

I've played two of your games now, this and Retro Racer, and I like both because they are infinite and require no setup. 

The updates look great. I think the trees are new too? I was thinking that you could have levels  - but that would kind of defeat the purpose of the infinite drive. What if you had a toggle switch for day mode versus night mode. You can toggle it mid-game just like changing cars. The track never changes it just make it night. I don't know how you're doing the background so I'm not sure if that is even possible. Just an idea! Also, I'm not sure I like the music. I like the retro vibe of it - it fits the game - but perhaps there could be options here too?

Thanks so much for trying it out! And thank you for the vote of confidence :-)

Hi everyone!

I just released the first public demo of Proton, a small browser platformer about physics.

You are a proton. You have a mass of 1, a charge of 1, and just enough free will to walk and jump around.

The demo has 4 short levels and each takes 30-60 seconds to complete. No physics background is needed—the goal is for the ideas to emerge naturally through play rather than feel like a lesson.

Play Proton here: https://chuckmichelson.itch.io/proton

My core qeustion:

Does it feel like a real game rather than an educational exercise? Or does it have the potential to, if I build in a full set of levels? 

I have been playing and leaving feedback on other projects here as well, and I am very happy to return the favor.

Thanks so much for trying it!

—Chuck

Hi there! This isn't normally my genre but I'll still comment on  just on the opening experience. The tutorial is really smooth and I like how it animates to guide where to look. It takes you through carefully which is cool. I also appreciate the how to play messaging. 

Likes: graphics, sounds, idea! menus are also nice.

Dislikes: I would prefer to play with fewer messages.

Cool game!

I really like the idea of this game and I'm not offended by it. I'll pretend to be the almighty judge for a few minutes. I could see playing it but it's a bit confusing. I suggest simplifying the first screen at least so that there are fewer elements; larger font; make it more clear what the goal is; expand the messaging screen to be taller since it's how the player gets the info. I like the graphics and layout of the screen even if too complex at first. Subscribing to this topic because if the game is easier to understand I would want to play more and meet more of the characters. Please note I'm not a huge gamer so if this game is derivative I wouldn't know it. Seems fun and interesting. What is your goal with the game?

I really like this idea, but the introduction is confusing. I think that if the game is going to be fast paced, then the instructions need to be simple and clear. I like the sfx and the dice rolling animations. Maybe a slow speed tutorial?

Looks great! Trailer looks awesome too! 

Hi everyone! I'm a huge fan of a forgotten Hulu series from 2017 called Future Man. So I made a short prequel game, and my goal is to post it to r/FutureMan and make a fan's day. So I want to get the game good enough for that specific objective. But before I max out on easter eggs said fan will love, I want to make sure I'm on track.

Future Man: Heads or Tails is a small browser-playable FPS / survival game where you use a time-travel device to rescue 45 survivors scattered in the sewers of a dystopian future.

The game takes around 30 minutes to win, but the feedback I want all occurs in the first 3 minutes of gameplay, so if you are willing to do this quest, please feel no obligation to play beyond that.

The quest:

Play until you recover the TTD, the game’s time-travel device, and try using it once.

Questions:

1. Is the time travel mechanic easy and intuitive?

2. Do the pickups and controls make sense?

3. Whether or not you're fan of the series, does the world make you want to keep exploring?

4. Was anything confusing, frustrating, or awkward?

Thanks so much to anyone who tries it.

Game page: https://chuckmichelson.itch.io/futureman

Happy to return the favor!

- Chuck

Wow I love it. I made it to 786 m and it was fun.

Here's what I love:

- simplicity - just press a key and start driving

- easy to understand controls

- love the graphics and the up/down of the road

Wish list:

- more car sprites would be cool so not all the other cars are red

- are there levels? 

- leaderboard?

Nice game thanks!

I like the game! Some notes I took during play:

- It wasn't immediately obvious that I need to hold return, not just press it

- I reloaded and want to skip story

- I want to dismiss instructions when restarting

- The dash feature is cool and makes it fun each time

- I like that the history can be seen in the ground - where you dashed, etc.

- I got lost in a field of white and couldn't find my way back!

I'm subscribing to the topic because I want to try out the next update!

Hi there! First, I love the first part of this game including the graphics and music, but I simply can't make it past the first few jumps. I keep falling. I think there needs to be an easy warmup level so you can get used to the controls? (I'm a poor gamer, so keep that in mind.) I'm subscribing to this topic because I want to play this game again. Love the vibe!  - Chuck

For the sunglasses, I thought the sprite was too hard to see (maybe too small?) in level 1. It was up against a wall and made it difficult to find. I don't usually require accessibility, but for some reason the sprite disappeared into the wall. Cheers Cookie I hope that helps!

Hi Cookie-Crumb!

Cool game!

First impressions:

- I like the retro visual feel.

- When pressed ESC to pause the game and reveal the menu I wanted to refer back to How to Play, but it wasn't there.

- It was hard for me to see the sunglasses - maybe slightly bigger or nudge it over to the left?

- I like the level menu where it shows your time on the levels you have beat.

- The spike swing in level 3 is when I started to get an intutive feel for the claw

- I'm frequently moving the claw away so I can see my player more clearly. Can starting to use the keypad hide the claw somehow?

- In the instructions it says fake walls, but some are walls and some are floors/ceilings, so it wasn't obvious. Maybe they could be called blocks or something?

- I'm sure you've considered this already, but showing a rope or swing could be make it more visual intuitive / obvious where the points of contact are supposed to be.

- I frequently misjudged jump distances it would be nice if it were more forgiving.

Play Summary:

Level 1: 6 tries; then 35 seconds

Level 2: 3 tries; then 67 seconds

Level 3: 2 tries; then 78 seconds

Level 4: got frustrated; I did a lot of backtracking, and then realized there might be another block re-placement that I have to go fetch that block again. I think the need for backtracking was the pain point. Could this level fit onto one screen perhaps?

Overall I like the concept of controlling the character in a traditional and also untraditional way at the same time.

- Chuck