Game Annoyance List
#721
Posted 29 July 2011 - 01:24 AM
#722
Posted 17 August 2011 - 11:24 PM
I've always been able to save that puzzle solution. The door doesn't lock until you are going for the boss, and IIRC, the final computer is right by the entrance. I know I had to retry that boss several times myself, but I never did the door unlock more than once per playthrough.During all this, I'm one door away from a save point that could let me keep the puzzle solved and go straight to the boss, but it's locked because Pixel hates you and everything you stand for. I've fought the boss a grand total of three times and my blood is boiling already.
EDIT: Your posts was half a year old. Meh.
Edited by Katuko, 17 August 2011 - 11:24 PM.
#723
Posted 20 September 2011 - 01:05 AM
TUTORIALS:
Many, many tutorials out there are horrible. I find that a lot of tutorials are simply a giant wall of txt frontloaded at the very start of the game. It's hard to read, and the people who need it most will skip it. Not to mention that I'll probably forget what it said after I start playing. Large amounts of text and dumping all the tutorial at the start of the game is the absolute worst way to do a tutorial.
Look at Portal. Portal was 90% tutorial, but it was so damn fun that nobody really cared. Same case here. The tutorial has to be given in chunks as the need arises. There's no point teaching the player about the combat system until they get in their first combat battle. It's easier to digest and remember.
ACHIEVEMENTS:
Achievements are actually alright. Well, most of them. There are these really stupid type of achievements which I call "required achievements". They're achievements that you get from simply playing through the plot of the game. They are completely artificial methods of getting the player to keep playing.
ACHIEVEMENT UNLOCKED: READ THE FIRST PARAGRAPH OF MY RANT^(that's an example of a requried achievement)
The game should be fun enough to entice the player to keep player without having to use artificial "YOU DID SOMETHING COOL" messages. I have nothing against optional achievements though, that are normally used to increase the play time.
</rant>
#724
Posted 08 October 2011 - 03:15 PM
Oh really?Extra files, other than the one Game Maker compiled exe., that are needed to run the game.
How about these?
- Big file size
- Slow download time
- Slow loading time
- Incapability of patching > newer versions require re-download
- No saved data > use of registry functions and such, which might either mess up the computer or leave junk in it
- Hard to organize game from the programmer's perspective
- Annoying to test game because of slow load time, potentially leads to bugs or less work
- Hard to change parts of the source code; when the game gets big, things start getting crowded if everything is internal
#725
Posted 09 October 2011 - 04:25 PM
A tutorial is a about introducing the player to and informing them of the game's most basic elements; I wouldn't call later additional features that must be explained to the player a "tutorial" - otherwise things become ridiculous. What Portal did was introduce the basic principle of the portal gun and then form an entire game out of varying its applications. But that is a feature common to most good games.Look at Portal. Portal was 90% tutorial, but it was so damn fun that nobody really cared. Same case here. The tutorial has to be given in chunks as the need arises. There's no point teaching the player about the combat system until they get in their first combat battle. It's easier to digest and remember.
However, I agree, tutorials should be integrated into the overall story or gameplay in a way that doesn't feel arbitrary. Similar I suppose, to how in books thethemes and issues are not set up as an aside to the actual narrative (e.g. characters and themes are gradually involved rather than separately explained).
#726
Posted 20 October 2011 - 11:33 PM
(Lol sorry for the run-on sentence)
#727
Posted 16 November 2011 - 04:17 PM
Yes, changing the colour of selected text is terrible. What we should have is a massive sign covering half the screen above the selected option saying "THIS KEY IS ACTIVE, THE OTHER ONE IS NOT". Much less annoying. Another option? Don't sell these games to the colourblind.How about when you beat a really hard level, then you get an options screen with two options: Save or Continue? But all they do is make the selected option a different color instead of highlighting it or something, so when you press a key, it just interchanges the color and pretty soon you don't know which is which and you end up quitting by accident and losing progress.
(Lol sorry for the run-on sentence)
#728
Posted 01 January 2012 - 09:03 AM
What that post was saying:Yes, changing the colour of selected text is terrible. What we should have is a massive sign covering half the screen above the selected option saying "THIS KEY IS ACTIVE, THE OTHER ONE IS NOT". Much less annoying. Another option? Don't sell these games to the colourblind.
How about when you beat a really hard level, then you get an options screen with two options: Save or Continue? But all they do is make the selected option a different color instead of highlighting it or something, so when you press a key, it just interchanges the color and pretty soon you don't know which is which and you end up quitting by accident and losing progress.
(Lol sorry for the run-on sentence)
Which of these
Is selected?
#729
Posted 02 January 2012 - 04:44 AM
Make it abundantly clear when attacks are coming (unless they are quick attacks), and make sure that the player knows how to avoid or block them. Also, it helps if the user understands the nature of the attack (a freeze cannon, for instance, doesn't kill you, just slows you down). Enemy attacks need to be well thought out, particularly in platform or action games.
Cyber-seeker
#730
Posted 05 January 2012 - 01:55 AM
#731
Posted 05 January 2012 - 04:21 AM
I know your list was for general things, but one the things that I hate most is a platform game without variable jumping and that allows you to hold jump and continue to jump after already jumping once (im not sure that made any sense. English is my first language so naturally I can't speak it...) Sometime Im going to write a tutorial on making a platform game that doesn't have these "glitches" in them.
You mean like a double jump? lol.
#732
Posted 11 February 2012 - 10:26 PM
#733
Posted 19 March 2012 - 02:37 AM
Lack of an "attract mode". * {this can be very time consuming, and an opening movie should be enough imo depending on the content of a game}
Not being able to toggle background music and/or sound effects (can slow game down or just be annoying; and if the user turns it off, make sure it STAYS off throughout the WHOLE game). {um, not everyone is experienced enough to do that, and that can require a lot of code depending on the game and what you're asking for exactly.
Extra files, other than the one Game Maker compiled exe., that are needed to run the game. {I use supersound which is the only way I can think of that handles music efficiently with lower file sizes without using typical poorly composed midis, so there's no way that's happening}
Lack of a Restart Level option. {barely any official games have this and it just seems like cheating, and unless the game is glitchy I don't see a real need for it.
Not trying to sound like a troll or anything though - just my opinions - again, this is a really great list!
#734
Posted 11 April 2012 - 12:40 AM
But I do agree with the opening sequence. They're usually how the game hooks me.
#735
Posted 11 May 2012 - 08:36 PM
When games have names like "The most random game ever." The name should be about something inside the game, not the game itself.
#736
Posted 29 May 2012 - 03:18 AM
He is wrong - you can also use timelines, which are extremely easy to create, and can be extremely effective.Actually no, intro movies are fairly hard to make even if their crappy quality. Since there are basically only 2 ways to do them:
1: Make them out of 3D (so it's basically a FMV scene).
2: Draw... yes.. the old fashioned drawing technique
There is number 3... but I'm quite sure that it won't be used much for games: Filming and actual scene with a video camera or camcorder.
#737
Posted 17 June 2012 - 04:19 AM
Extra files, other than the one Game Maker compiled exe., that are needed to run the game.
Since GM: Stuido automatically requires extra files, I suppose this one is obsolete.
#738
Posted 29 July 2012 - 04:03 PM
Edited by LordOfCats, 29 July 2012 - 04:48 PM.
#739
Posted 17 August 2012 - 04:10 AM
Just thought I'd throw in my two cents here :D
When games have names like "The most random game ever." The name should be about something inside the game, not the game itself.
What about when the game is mainly about the metagame of the game?
#740
Posted 17 August 2012 - 05:13 PM
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users









