View Full Version : New New Game :)
Kimchee
04-12-2009, 08:39 AM
Aether: Episode 1 (http://unpracticalmath.com/Games/games_aether_episode_1.html)
Here is the game in all its ... well you decide and let me know. :cool:
runawayprisoner
04-13-2009, 06:24 AM
Umm... I think some keyboard controls would be nice.
There are also some errors with gotoAndPlay() codes... so you might want to sort those out.
No comment on graphics, really. Seems like they were placeholders.
Kimchee
04-13-2009, 08:16 AM
Interesting how two people have said that the keyboard didn't work. It works fine for me? Type in the keys with the keyboard and hit enter to move your ship.
Graphics comment, thanks for the constructive critism. I guess I will try and make them not look like place holders...
kkbbcute
04-13-2009, 11:45 AM
Agreed on the keyboard controls part, the "Turn" button with the angle textbox just feels... Archaic. Also, the font looks wrong (It's Orca if I guessed right) and they don't blend in with the Sci Fi feel of the game. Again, no real comments on the graphics, as they look like placeholders (the main menu's sound icon).
Overall, I would say that this game completely lacks the masterstroke that made your last game (the smiley face one) feel so good.
I get that the controls are supposed to be awkward. It's like an educational game that teaches twitch response as to what numerical angles mean.
To that end, I think the missiles should start out arriving along a few set angles, like 90 180 270 0, then start adding the 45 angles, and then start having every angle in between, and the fast green ones should stick to simple angles for longer than the slow ones. Also, possibly show a readout on the ship, showing its current angle while it's rotating. Maybe allow negative angles.
I also found a bug where if a missile misses you, then it goes off screen and the next level never comes.
Kimchee
04-13-2009, 10:57 PM
Interesting, yeah the game is "educational" so by default it feels awkward; I hate that with "educational" games. I think anywhere you see "educational" it should be interpreted "not fun" :)But it is what it is, unit circles are important and this idea was the first that came to mind so there it is.
The font selection isn't bad, it isn't great I agree but I doubt a student will ever find this game and yell at the computer, "ORCA really ORCA!?!?! That's worse the Time New Roman !!!!" :)
I find the two biggest problems I have run into with this game is it doesn't engage people to want to finish. I mean there are ten regular levels (2 hidden) each with original music, upgrades, hidden ships, downloadable music content, a 2 player mode that is unlockable, passwords to other games in the series that will unlock hidden content in those games, but it sounds like people get to level three and say... crap! I mean if it wasn't ORCA I might beat level 4 . :)
The second problem I see is that people don't like not controlling ever aspect of their character, they don't appreciate have to wait for your gun to gliche and shoot a shot. They don't like working. They don't like a game where you don't move when you hit the left arrow.
I always hated how I could beat every game I played, with realatively no effort. I never got the idea with a difficulty setting because I always went straight to the insane mode. I mean it is either you beat the game in its full glory or you beat a shell of the game. No one brags when they beat Halo on easy because everyone knows that's not the REALLY game.
I always wanted a game that would be a challenge, that took skill to beat; (and I am not saying my game is one of those) I am just saying that I am finding people generally aren't like me. They don't like a challenge, or a break from the norm. If the game doesn't play the way they think it ought then it is broken.
So I love this feedback, continue to tell me what about the game you don't like, so I can understand your perspectives better. Tell me what you do like about the game so I can embelish those points more. I only know me, and frankly I love games like this. Give me a game others can't beat because it takes time, knowledge, and skill and I will play that game.
Look forward for more critique :cool:
I do like a challenge. But there's a certain amount of ramp-up time the player needs, especially when it's a radically different control scheme like this. Definitely consider my suggestion like I said, for the ramp up from 0, 90, 180, 270 angles to 0, 45, 90, 135, 180, 225, 270, 315, 360, and then to all angles. (I had to use a calculator to make sure I had that second list right. Imagine what it's like for someone who is completely new to the idea of angles.)
Maybe have a really easy type of missile that has the angle written on it and use them in the first wave.
For greater control, maybe give users the option to shoot with the spacebar or if they hit enter on an empty text field.
kkbbcute
04-14-2009, 08:57 AM
Educational games can be lots of fun, just that everybody has a stereotype because no one has bothered to beat the stereotypes set yet.
Anyway, one more suggestion, add a lame storyline or something (being un-lame is harder) that makes peopkle laugh and want to go deeper into the game just to see how it turns out. ;)
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