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GMC Jam #6 - 72 Hour Competition


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#1421 11clock

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Posted 10 May 2012 - 08:33 PM



11clock, in your review, how could you call the Guardian Spirit of the Southern Temple a Giant Dog!? He's not a dog! HE'S A HALF-DONKEY!!
A half-donkey spirit in a form of giant dog, but actually he's not a dog nor a donkey, he is an awesome rasterized vector image with shape similar to a donkey and or a giant dog. I think that's enough for clarification. :bunny: :thanks: :bunny:

Does it matter what it is? It's still an unfair battle regardless. :P

Your game is good from what I've played, and as a huge platformer fan I'd love to see more. It's just that beast/dog/whatever is keeping me from getting to most of the content.

Don't defeat that boss, unless you want to get huge disappointment. You've seen almost everything this game has to offer. Instead of NA, I think It's fair for me to get a score around 2/10 :sweat:

However if you still want to defeat him this is his weakness:
Spoiler

I really wished to rebuild this rushed game, someday after this jam ends.


I finally killed the boss. Here is the rating:

Score: 18/27
Gameplay: **
Polish: **
Music: ***
Theme: **
Handicap: [None]

I'll update my review later today with comments on each category. I rate each category out of three stars and they add up to the total score. Gameplay gives you the most points per star while theme and handicap offer little.

Edited by 11clock, 10 May 2012 - 08:45 PM.

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#1422 Docopoper

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Posted 10 May 2012 - 08:34 PM



Why would you want to ever put an end to that game?

Are you saying you would rather it go on forever? :confused:

Are you saying you wouldn't? :confused:


Are you? Posted Image
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#1423 HayManMarc

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Posted 11 May 2012 - 05:46 AM

I gots more reviews done. I'm up to 20 now. Go see if you got reviewed. Or don't. Just, do what you want.

http://gmc.yoyogames...80#entry3950723
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#1424 Follomania

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Posted 11 May 2012 - 01:00 PM

Pretty nice, but can be nicer. I hope you spend more time fine tuning this game. Would've been nicer if the camera would auto-follow the ball. Also, a preview of the hole, like an overhead camera shot, would be a nice option. The walking seems a little pointless to me. Auto-walking would be a nice option. I know... picky, picky, picky.
I didn't encounter anything wrong with this game, except my ability to gauge distance. Good 3D game.


Actually, if you hold space, you will follow the ball when it's moving and head to the next hole after you've finished the previous one.
An overhead would be pretty cool! I'll add that to my list of possible additions.
Thanks for playing and reviewing the all games you've done so far!
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#1425 Davve

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Posted 11 May 2012 - 03:22 PM



Are you saying you would rather it go on forever? :confused:

Are you saying you wouldn't? :confused:

Are you? Posted Image

Are? :confused:
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#1426 HayManMarc

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Posted 11 May 2012 - 03:26 PM




Are you saying you would rather it go on forever? :confused:

Are you saying you wouldn't? :confused:

Are you? Posted Image

Are? :confused:


??? (Just thought I'd join in the fray, but it's already gone too far)


To all the reviewers out there who reviewed the eradic and eclectic "The Surreptitious Dr. Swiss", I give my full and heart-felt thanks! I agree with all reviews so far. Keep a look out for a better working version in about a month's time, or hopefully less. And a few suggestions on the WIP or via PM would be most generous and appreciated!

Thanks again. This has been an impressive Jam!

Edited by HayManMarc, 11 May 2012 - 03:58 PM.

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#1427 connor4312

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Posted 11 May 2012 - 09:49 PM

It's late. Made this graph. Enjoy

Posted Image
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#1428 makerofthegames

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Posted 11 May 2012 - 09:50 PM

I think it's more of a short deadline/want to impress people mix sort of thing.
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#1429 11clock

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Posted 12 May 2012 - 01:57 AM

Five games in a row that I scored N/A. D:
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#1430 makerofthegames

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Posted 12 May 2012 - 02:01 AM

Can't get past the target part and the lack of checkpoints is frustrating. Interesting use of handicap, but the developer forgot that the achievements are supposed to be unrelated to the main goal.

Two things:

#1:

the developer forgot that the achievements are supposed to be unrelated to the main goal.

There is an achievement unrelated to the main goal, you just missed it.

#2:

Can't get past the target part and the lack of checkpoints is frustrating.

the lack of checkpoints is frustrating.

checkpoints

HAHAHAHAAHAHAAHAHAHAHAHAHAHAHA
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#1431 11clock

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Posted 12 May 2012 - 02:23 AM

Removed the second sentence, but every time I fail to 'BREAK THE TARGETS!' I have to get through the coin jumping again and that is very annoying. Place a checkpoint or something.
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#1432 TeamSteeve

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Posted 12 May 2012 - 07:42 AM

checkpoints

HAHAHAHAAHAHAAHAHAHAHAHAHAHAHA

Yeah, I got past the targets on the second go.
I really like games that have a bit of difficulty. I would hate it if everyone made games too easy and there was no challenge.
Perhaps incorporating difficulty settings in the game might have been the go, like:

I'm wearing oven mitts
Medium
Hard

Then you can put checkpoints in for the easy setting. :tongue:
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#1433 11clock

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Posted 12 May 2012 - 03:11 PM


checkpoints

HAHAHAHAAHAHAAHAHAHAHAHAHAHAHA

Yeah, I got past the targets on the second go.
I really like games that have a bit of difficulty. I would hate it if everyone made games too easy and there was no challenge.
Perhaps incorporating difficulty settings in the game might have been the go, like:

I'm wearing oven mitts
Medium
Hard

Then you can put checkpoints in for the easy setting. :tongue:

I also love difficult games, being a fan of Super Meat Boy, and I get bored with easy games quickly. I like the difficulty that Aaaah... provides, but having to repeat the same obstacle over and over to attempt another obstacle is not hard, just extremely annoying. There should be a checkpoint between the coins and the targets. I can get through the coins in one or two goes, but I need some time to figure out the targets, so starting over from the beginning of the level is frustrating.

I'm aware I made this mistake with Sleepy Maneuver, but I've quickly learned. In the sequel that I might make, the levels will be shorter.

Edited by 11clock, 12 May 2012 - 03:17 PM.

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#1434 Docopoper

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Posted 12 May 2012 - 05:25 PM

I also love difficult games, being a fan of Super Meat Boy, and I get bored with easy games quickly. I like the difficulty that Aaaah... provides, but having to repeat the same obstacle over and over to attempt another obstacle is not hard, just extremely annoying. There should be a checkpoint between the coins and the targets. I can get through the coins in one or two goes, but I need some time to figure out the targets, so starting over from the beginning of the level is frustrating.

I'm aware I made this mistake with Sleepy Maneuver, but I've quickly learned. In the sequel that I might make, the levels will be shorter.


I think the most important thing in making a difficult game fun is to be generous in letting the player survive events but pose a lot of those events at once.

For example:
In most Mario games - the player is given a lot of control and can jump on enemies from quite a wide range of directions and still count as having jumped on them - consequently many more enemies can be added to make up for the drop in difficulty.
This stops the player from feeling like anything was a cheep kill (combined with avoiding cheap kills in level design).
Mario also benefits from not having the enemies stop you - you can just bounce your way past them - so that the player doesn't get too frustrated when repeating the same section of level.

Despite me having known all this when making my Jam game - I still managed to make a bad difficulty curve and awkward controls - Beta testers would be a great advantage if there was time. I find that to be the primary restricting factor in the Jam.

In fact - all the reasons I've listed above is why I like Bowser's Last Stand so much - seriously - go and play it, it has gotten annoyingly little attention due to the generally low quality of fan made Mario based games. (Link's in my signature)
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#1435 Desert Dog

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Posted 13 May 2012 - 02:03 AM

I'm aware I made this mistake with Sleepy Maneuver, but I've quickly learned. In the sequel that I might make, the levels will be shorter.


Not at all this wasn't a problem in Sleepy Maneuver, but yes, didn't fit well in Aaaah.
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#1436 makerofthegames

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Posted 13 May 2012 - 02:11 AM

I'm aware I made this mistake with Sleepy Maneuver, but I've quickly learned. In the sequel that I might make, the levels will be shorter.


Not at all this wasn't a problem in Sleepy Maneuver, but yes, didn't fit well in Aaaah.

What didn't fit well in Aaaah? You didn't include context in your post from a quote. So I guess I'll have to look at his post to find out.

I also love difficult games, being a fan of Super Meat Boy, and I get bored with easy games quickly. I like the difficulty that Aaaah... provides, but having to repeat the same obstacle over and over to attempt another obstacle is not hard, just extremely annoying. There should be a checkpoint between the coins and the targets. I can get through the coins in one or two goes, but I need some time to figure out the targets, so starting over from the beginning of the level is frustrating.

I'm aware I made this mistake with Sleepy Maneuver, but I've quickly learned. In the sequel that I might make, the levels will be shorter.

What didn't fit well? The lack of checkpoints?! What does this mean?

On the checkpoint thing, seriously, no. Just no. I'm not putting a checkpoint inbetween one obstacle, that's just ridiculous. The people who didn't have trouble with the target part (which by the way, here's how to beat if if you're still stumped) would probably feel a little insulted that I would baby them that hard.

I mean honestly, putting a checkpoint after the first obstacle in the game that can kill you, and before the last obstacle in the game that can kill you. Come on... It would be like if in Super Mario Bros there's a pit, some land, and another pit, and you wanted a checkpoint in the middle because you're so frustrated about the first pit.
Weird analogy, but my point is, I'm not going to do that. You can dislike the game for it, or even me or whatever, but I am not going to do that. Go play an actual difficult game.
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#1437 Desert Dog

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Posted 13 May 2012 - 02:42 AM

What didn't fit well? The lack of checkpoints?! What does this mean?


No, the punishment. It isn't about whether a game is hard, or not, but how badly it punishes the player for failing(and also the type of failure).

The checkpoint is a suggestion given by some other members, to stop the game from punishing them so harshly. Your right, that isn't a very realistic option with this level design. If I was to make a suggestion, I'd suggest the targets simple 'fade' rather than disappearing, and they reappear after a few seconds. If the player fails to time it correctly, he falls, doesn't die, and is able to jump back up towards that point to have a go.
(or maybe he falls, and there is something he can shoot down there, which creates more targets)
Still experiences the frustration of the challenge/puzzle, without having to restart, and run through those coins. Again.

Btw, yes, I did pass it.. I'm not exactly a slacker at platform games. But yes, I could see there was a bit of a design issue with that point.

You can dislike the game for it, or even me or whatever, but I am not going to do that. Go play an actual difficult game.


Well, if it makes you feel better, some people couldn't get past the first jump of my game. And my game doesn't even contain any challenge, so....
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#1438 makerofthegames

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Posted 13 May 2012 - 02:48 AM

Well, if it makes you feel better, some people couldn't get past the first jump of my game. And my game doesn't even contain any challenge, so....

Heh, +1.

I'm probably too jaded by my own platform gaming skill (as in, above casual) to really make any wide-marketed games (like ones for the Jam) anyway. I should put that as a disclaimer for my next Jam game.

Or maybe the GMC is full of awful gamers and my games are really easy. (Which I don't really believe, but if you want me to act like I do believe it, go play Gaming 101 :thumbsup: )
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#1439 11clock

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Posted 13 May 2012 - 02:49 AM

Desert Dog pretty much summed up what I was thinking. Maybe not a checkpoint, but Desert Dog's idea would be suitable.

It would be like if in Super Mario Bros there's a pit, some land, and another pit, and you wanted a checkpoint in the middle because you're so frustrated about the first second pit.

Fixed.

Edited by 11clock, 13 May 2012 - 02:50 AM.

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#1440 makerofthegames

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Posted 13 May 2012 - 02:51 AM

It would be like if in Super Mario Bros there's a pit, some land, and another pit, and you wanted a checkpoint in the middle because you're so frustrated about the first second pit.

Fixed.

Since you didn't really say anything argumentative in your post, I will refer back to the oldest of GMC traditions: Picking nits.

You aren't frustrated about the second pit. You're frustrated about the first one. If you didn't have to keep jumping that first pit, you wouldn't be upset, so it's the first one that frustrated you.

Problem? :whistle: (also that Idea DDog had is a good one)

Edited by makerofthegames, 13 May 2012 - 02:51 AM.

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