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iloveambiguity
Profile Joined August 2009
United States81 Posts
December 07 2009 05:02 GMT
#101
meh
zizou21
Profile Joined September 2006
United States3683 Posts
Last Edited: 2009-12-07 05:17:27
December 07 2009 05:08 GMT
#102
WOw sean, this is amazing. Very impressed. my favorite part is how you can control your character by shooting behind you, that shit is not only fun, but it creates a unique style of gameplay for all players. Although I wish i had a little more control to jump back and forth between walls (eg,to make your way up), but it doesn't seem to be implemented for this game (yet)

Absolutely no problems or glitches. Ran through it flawlessly and fluidly.
its me, tasteless,s roomate LOL!
old times sake
Profile Blog Joined November 2009
165 Posts
December 07 2009 05:09 GMT
#103
On December 07 2009 08:48 Day[9] wrote:
Feel free to leave comments if you want (but be gentle haha. We already have a huge list of stuff we need to work on ;]). Stuff we would like feedback on:
1) Choice of colors for foreground / background - is it too hard to distinguish between foreground and background? Do the bullets show up properly in all areas? Can you see the avatar clearly in all areas?

I had no problems, but the blue explosion lagged my slow laptop a bit. I didn't try the lowest setting though, but if it doesn't have one a sprite explosion might help a bit.

2) Feel of the movement controls - jumping, movement speed, explosion velocity, control after you've been exploded, aerial vs on ground, movement of physical objects etc. Does it feel ok?

I felt like I should run a little faster, and jump a little less high. If he's going to jump what appears to be 15 feet he should at least have some shoes. I was puzzled by the boxes. I think they should break open and chickens should come out and try to peck me.

Maybe you already know this, but I think it's too easy to jump if you are touching a surface, even if it would be impossible to stand on. It seems like if my face is touching a moving platform I can hit jump and go straight up, quite handy.

3) Overall difficulty of the game - were parts too easy or hard?

I played on my laptop and won easy, although getting through without dying anywhere would be tough. Honestly it could have been easier if I could bind a key to shoot my gun at certain angles instead of clicking onscreen; I only needed an angle to long jump, to go straight up, or to make me run super fast jetpack style. I read the thread first and was expecting something harder harder than SMB1. The only tricky part was moving my mouse to the right spot before clicking a bunch. If I could bind J K L ; (or w/e on the right hand) to various jumps I could win much more easily.

4) Clarity of goals - were you ever completely confused on what you were supposed to be doing?

No problems, except in the beginning when I didn't realize I could push the box.

Thanks for the game! I was surprised when it was over. Very short and easy, and not even any chickens or shoes.
Lol it's so funny watching the level of posting deteriorate so rapidly when supporters of this decision are confronted with such nefarious things as REASONS. --fanatacist
deth
Profile Blog Joined August 2009
Australia1757 Posts
December 07 2009 05:13 GMT
#104
I really enjoyed playing it, there are some things that ruin it a bit like being able to spam fire and constantly fly at ridiculous speeds through the levels.

Overall though, great work, really enjoyed it. Would like to see more levels! =]
maneatingshoe
Profile Joined April 2009
Canada484 Posts
December 07 2009 05:33 GMT
#105
The last section was enjyoable...i saw how long I could keep going by only staying on falling tiles..it was intense
jalstar
Profile Blog Joined September 2009
United States8198 Posts
December 07 2009 05:57 GMT
#106
Fun game, obviously very short and unpolished since it's 2 guys working for 7 weeks, but fun.

Do you plan to keep the glitches in? If you look at speeddemoarchive or whatever it's called, game's speedruns are usually entirely defined by their glitches.
Hier
Profile Blog Joined November 2009
2391 Posts
December 07 2009 06:12 GMT
#107

2) Feel of the movement controls - jumping, movement speed, explosion velocity, control after you've been exploded, aerial vs on ground, movement of physical objects etc. Does it feel ok?


Great game overall, very enjoyable.

One thing however regarding controls, I found jumping to be slightly uncomfortable. Let me elaborate; you have a small jump and a big jump regulated by the time holding the space. This creates for a bit of awkward controlling, since you basically never use the small jump (unless shooting the wall) but consistently use the big jump for everything. This means whenever you are running and want to jump you have to hold the space every time (and at first not quite knowing how long you have to hold it for to perform the big jump), diverging from the common "reaction based button hit" style present in speed-running games. This becomes more apparent when doing a series of jumps going upward where as soon as you land you want to jump again, but from time to time as soon as I landed I found myself still holding the space key instinctively for the long jump, creating a slight delay between my jumps. Also when wanting to boost yourself upward to gain the maximum height it feels like you have to "charge up" your jump, creating slight desynchronization between the jump and the shooting, instead of simply tapping two buttons in a sequence, which I'd imagine is the type of controls a speed based game would naturally want to conform to. If my humble suggestion is worth anything, perhaps the removal of the small jump and allowing for the big jump to be performed with a tap on the space key would facilitate faster accustomization to the controls (or perhaps even replacing the "hold" command with a double space tap, but I'd imagine that would get annoying fast).

This is my opinion based on what the game "felt like" the first time I played it. Adaptation to the controls is, of course, not difficult, but the initial awkward set up (for me) left a slight aftertaste.
"But on a more serious note..." -everyone on this forum at some point.
ruskie
Profile Joined May 2009
Sweden2 Posts
December 07 2009 06:14 GMT
#108
Dosen't work in wine. Plans for Linux support?
AtlaS
Profile Blog Joined February 2009
United States1001 Posts
Last Edited: 2009-12-07 06:23:05
December 07 2009 06:22 GMT
#109
This is the only suggestion I could add. Everything else felt great

3) Overall difficulty of the game - were parts too easy or hard?

Overall it was pretty easy but still really fun because of the fast pace. If you added a time trial component, it would boost replay value up quite a bit. Maybe just as simple as having a "Top 10 Fastest Times" list would be sufficient.
I don't have mono anymore. Woooo!
evanthebouncy!
Profile Blog Joined June 2006
United States12816 Posts
Last Edited: 2009-12-07 08:03:33
December 07 2009 07:28 GMT
#110
put some custom key binding would be very helpful.
I really hate spacebar for jump, i'd much prefer the letter "w".
thanks!

i mean holding down a or w while holding down space is a pain in the ass but holding w and a at the same time is a breeze!\
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
evanthebouncy!
Profile Blog Joined June 2006
United States12816 Posts
December 07 2009 07:36 GMT
#111
so I'll have a list now:
1) custom key bind
2) please let me use my normal mouse drive... my mouse speed changes when I am in the game, i suspect it reverts my logitech driver to default windows driver
3) some kind of "laser beam" that come out of the gun might be a good turn on/off feature so it can help me track the angle
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
evanthebouncy!
Profile Blog Joined June 2006
United States12816 Posts
December 07 2009 07:59 GMT
#112
the end!!!
beautiful game!! so dynamic.

more suggestions again:
1) more fluid stick figure motion, feels bit "stiff" at the moment and the animation is not as good as I'd hoped...
2) glitch: there is a collision glitch that let you jump up the rotating planes very easily if you spam jump, and you won't slid down
3) camera angle change: very annoying cuz i'd be trying to do some crazy jump with the gun but ZOOM the camera angle changed and all the shots are in the wrong position -> i die
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
evanthebouncy!
Profile Blog Joined June 2006
United States12816 Posts
December 07 2009 08:07 GMT
#113
what I had in mind:
[image loading]


make it a feature, at least
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
Ftrunkz
Profile Blog Joined April 2007
Australia2474 Posts
December 07 2009 08:16 GMT
#114
haha, fun little game =]. only complain is it was too short and not very challanging, the last little section was the only part that kind had an 'exciting' feel to it, it felt like i was just getting into to fun challenging part but then it ended =[. I'm not saying make the earlier bits harder, because the learning curve is pretty much perfect, just add more and make it progressively more hard :D. It kinda gave me the feeling of playing super mario bros, but there only being the first world. Obviously you'll be adding more tho, i eagerly await .
@NvPinder on twitter | Member of Gamecom Nv | http://www.clan-ta.com | http://www.youtube.com/user/ftrunkz | http://www.twitchtv.com/xghpinder
Rainmaker5
Profile Blog Joined April 2009
United States1027 Posts
December 07 2009 09:12 GMT
#115
It's times like this that I curse my mac.
(-_(-_(-_(^_(-_(-_(-_-)_-)_-)_-)_-)_-)_-) CJ Fighting! "Beer -> soju -> whisky is a terrible build"~~ Scrarecrow.
Culture
Profile Joined October 2007
Canada488 Posts
December 07 2009 09:23 GMT
#116
Wow, this isn't bad at all!
Pyrrhuloxia
Profile Blog Joined May 2008
United States6700 Posts
December 07 2009 10:04 GMT
#117
In the first part where boxes were shot at me, one got stuck in the exit of the room so I couldn't advance without respawning . Also, the game threw some exception and an error box came up. I completed the game, though.

Your questions:
1) It wasn't too confusing. It was disappointing to see a much more interesting background that couldn't be explored.
2) High jump was kind of frustrating. The long jump was a little less frustrating. When I hit a vertical wall and bounce horizontally really far and die it is really frustrating, especially when I am trying to do a high jump in a tight spot.
3) It was ok on difficulty.
4) No.

Oh, I played it on a laptop with the touchpad and had no problems with it. And I'm someone who can't / refuses to play SC or any FPS on a laptop keyboard or touchpad.

I guess I would like to see some sort of meaningful procedural rhetoric. From your posts it seems that the point of the game isn't to communicate anything in particular but to create a game that can that make speed run videos with and probably compete against each other for fastest times. I can see how that would appeal to people at the very right hand of the bell curve for playing skill, such as yourself. I think for me, though, this game was a little bit of frustration to overcome and that's it at this point.
Thratur
Profile Blog Joined June 2008
Canada917 Posts
Last Edited: 2009-12-07 10:51:04
December 07 2009 10:50 GMT
#118
We need a level editor! I would have a lot of fun creating stupid levels with this and submitting them to you. Would be fun to handle triggers too!
deth
Profile Blog Joined August 2009
Australia1757 Posts
Last Edited: 2009-12-07 11:07:28
December 07 2009 10:50 GMT
#119
Ive been playing it constantly for a few hours now, and I clocked it in 4 minutes 43 seconds. :D

EDIT: 4 minutes 16 seconds - constant "rocket jumping" allows you to skip some of the puzzles completely.
Husky
Profile Blog Joined May 2009
United States3362 Posts
December 07 2009 11:42 GMT
#120
HOLY CRAP.

This game is so awesome. When I saw the thread title I was like 'pfft I aint gonna play yo game with that kinda attitude'. Then I saw it was by day9 so I was like 'aight i'll give it a shot but I'm not going to post in your thread because its going to su...........HOLY COCKBALLS DID THOSE BOXES JUST EXPLODE?'

I am making and uploading a video of me playing this because I want everyone on my YT channel to go download this ASAP. It is absolutely awesome. I am VERY picky when it comes to small games like this (small not in the amount of effort you guys have put into it.)

I don't know how else to say how perfectly awesome this game is. The physics, the challenge, the amazing 3d environment physics while running in 2d space, the character, resolution etc etc... its all EPICLY AWESOME.

Sorry if this feedback isn't very helpful, I was just completely blown away by how fun this game is. You had some really creative ideas with the physics and its ONLY THE START. Please keep working on this, it has so much potential that I'm getting giddy just thinking about it.
Commentaries: youtube.com/HuskyStarcraft
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