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Want some overview from Platformer connoisseurs

A topic by Tuskat created Aug 08, 2019 Views: 415 Replies: 8
Viewing posts 1 to 6

>>> R0d3nt <<<

Yeah I cringed at that title too

Hi ʕ •ᴥ•ʔゝ☆
So R0d3nt has recently reached 100 views and I had a Post-Mortem draft sitting there for a while now.

I wanted to collect feedback before posting said Post-Mortem because I don't have much on the "reception/feedback" side of things
(To be clear I did receive feedback from wonderful people, just I need slightly more of it ʕ·ᴥ· ʔ )

So if you like platformers and would like to give a go, please help yourself.

The things I'm really curious about would be:
- How do the controls feels to you? Ranging from "Not bad for keyboard control" to "This is why she left you"
- Does the game feels fair to you? If not, why and when does it feel cheap.
- If you were to buy this game, point out one major thing that'd prevent you from doing so  (or more if you feel inspired).

All of this is more or less "For next time" kind of feedback, so the game wouldn't really change unless someone point out a *major* flaw that prevents me from sleeping. 

Any feedback would be much appreciate, "Good" or "Bad" ʕ´•ᴥ•`ʔ

Cheers ʕ •ᴥ•ʔゝ

I get grey screen when press "play game" (or "restore game"). Firefox and Chrome both.

Odd. And quite embarassing ʕ·ᴥ· ʔ
Could you give me any more infos about your setup?
Connection speed, operating system, adblocker, etc...

Grey screen seems to show before the game load, then it's a progress bar when it's loading assets

(If anyone else got grey screen freeze could you like Baturinsky comment)

(1 edit)

OH, it loaded, just took some time. Which is weird for a small game.

So, game controls are ok. Enemy and protagonist are too fast for me, but I'm not very good at platformers. Graphics is meh, to be honest.

What's interesting is concept of luring enemies to death. Would be way better if you really build game around it and cut off the unrelated chaff. Make it more abouyt thinking and less about reaction.

Also, maybe scale the game down visually, ideally to one screen, so player can see more and plan better?

Is there really a need for having Dash?

Why is main hero holding katana, but is firing projectiles?

  • OH, it loaded, just took some time. Which is weird for a small game.

Cool. Yeah that is weird. 

  • So, game controls are ok. Enemy and protagonist are too fast for me, but I'm not very good at platformers. Graphics is meh, to be honest

Good points.

  •  Would be way better if you really build game around it and cut off the unrelated chaff. Make it more about thinking and less about reaction.

Good points, again. Not the first time I read that and it'd have indeed helped me make something tighter design-wise.

  • Also, maybe scale the game down visually, ideally to one screen, so player can see more and plan better?

That's a really cool idea.

  • Is there really a need for having Dash?

Hmmm goes hand in hand with the fast characters. If the design was more puzzle oriented It'd be a no, as it stand right now I think it's useful.

  • Why is main hero holding katana, but is firing projectiles?

Because I took assets from the store. I focused a lot on the code and by the time I was close to "done"
I didn't have the mental energy to redo/make assets properly. I know it might sound weird but it is a free game

and my very first game, I just got really tired/impatient at some point ʕノ)ᴥ(ヾʔ


Thank you taking the time to try it and give your feedback, it's much appreciated

(+1)

Some more thoughts.

Looks at which game gifs go viral. A lot, of not most of them is where somebody does something hilarious, stupid, and likely lethal. Your game has a perfect premise for that. Look at those gifs, invent something like that for your game, and work up it.

Also, about graphics. Maybe try and do something yourself? Maybe just a geometric shapes. With eyes. Angry Birds is basically this, and it works. You can just make a rectangler, but with big and very emotional eyes. So you really see when it's snoozing, or it's chasing player, or horrified when falling to it's death etc.

(1 edit) (+1)

Hi. I tried your game out. I have a few comments to make: 

1. I think there's an error in your controls. If I tap space bar, I can just fly away. 

2. It would be cool if there was an option where movement is mapped on the left hand side of the keyboard (WASD) and attacks on the right side (O,P,K and L). That's how it is on all console controllers...so it might be a good idea to stick to tried and tested control system,

3. The jumps feel floaty but this isn't necessarily a bad thing. 

4. Nice visual style. It has that "vector graphics" look. But I think some detailing here and there would help. 

5. Music is very distracting.

1. Yeah I got report of that, I tried to reproduce that bug here but I can't fly :/

2. Good points. The code around controls was kind of a mess on this one (might explain the flying bug). 

I've learned since then, but this knowledge can't be applied to R0D3NT. Codebase just too messy/fragile ʕノ)ᴥ(ヾʔ

3. I liked that floatiness. Didn't want to make jump heavy because precise platforming wans't the focus  ʅʕ•ᴥ•ʔʃ

4. Thanks! Yeah I agree. Game feel and extra details can do a lot for a game.

5. Oh. Interesting. I'll keep that in mind for later project ʕ´•ᴥ•`ʔ

Thanks a lot for trying it out and taking the time to write some feedback ʕ/ ·ᴥ·ʔ/

I really appreciate, even if I won't fix R0D3NT because I'm moving forward from this and I'm working on another project 

(I've made a post mortem that talk more in details about all of that). Still it's a huge help, thanks again!

(1 edit)

Thanks all for the feedback. I've updated the game regarding minor issues. 

As I'm moving away from it, I've made a Post-Mortem 

https://tuskat.itch.io/r0d3nt/devlog/97458/what-ive-learned-from-my-first-game-r0d3nt

 and made the repo public to let people access the code

https://github.com/tuskat/R0d3nt

Thanks everyone!