MV - Prove It and Move It

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Started by idiotideas 12 posts View original ↗
  1. N/A
  2. I would seriously rethink letting your game look like this. I can feel a headache forming just from these screenshots, and someone could very well get sick when it's in motion.
  3. claimed key number 16.
  4. Sword_of_Dusk said:
    I would seriously rethink letting your game look like this. I can feel a headache forming just from these screenshots, and someone could very well get sick when it's in motion.

    I've never had issues with games that sometimes make people feel sick, like Hotline Miami, for example. I think the actual game in motion turned out fine, it looks less crazy when it's actually fullscreen. Either way, though, thanks for the feedback. This was all just for fun anyways (which is why I'm giving away all the keys) so even if people hate it, it was all in good fun haha
  5. Still others will have that issue. One idea is let it be an option? Maybe the player can select the original backgrounds (as currently there) and another to do it with more plain backgrounds.
  6. bgillisp said:
    Still others will have that issue. One idea is let it be an option? Maybe the player can select the original backgrounds (as currently there) and another to do it with more plain backgrounds.

    Good idea. Is there any sort of well known plugin or technique that could accomplish that? (like, did you have something in mind?) The thought of doing something like that hadn't even crossed my mind..
  7. idiotideas said:
    Good idea. Is there any sort of well known plugin or technique that could accomplish that? (like, did you have something in mind?) The thought of doing something like that hadn't even crossed my mind..
    the simple method would probably be to make a second tileset and a separate bg image that matches up to where the tiles are originally. Then, at the start of the game, prompt the player with a choice, and that sets a switch. Have an autorun event check for the switch, and if it's on, it can change the tileset of the map, and then erase itself
  8. Timeline_man said:
    the simple method would probably be to make a second tileset and a separate bg image that matches up to where the tiles are originally. Then, at the start of the game, prompt the player with a choice, and that sets a switch. Have an autorun event check for the switch, and if it's on, it can change the tileset of the map, and then erase itself

    I think I can do something like that. But wouldn't that only change the tileset? It seems like the backgrounds are more important for this issue.. maybe I'm not understanding something?
  9. I also feel bad just by watching on the screenshots, I can just imagine how dizzy I would feel when it moves.
  10. I played this game on stream last night.

    I definitely think it's commendable that you were able to complete and release a game; that is a tremendous challenge that many people aren't able to complete.
    That said, I unfortunately did not really enjoy my time with this game.

    The biggest hurdle is that there doesn't seem to be a sensible progression to the difficulty. One level will be incredibly easy, while the next level will be incredibly hard with precise timing.
    Level order and level flow seemed to exist more as a "constant stream of thought" rather than anything that was deeply considered; where one level encourages the player to constantly be moving, and then the next level expects timing and patience.
    Perhaps this could have worked if there was some structure; like consider Mario worlds where each world may focus on a different gimmick. In such a case perhaps a zone for "go fast, don't stop" would have made sense later down the line to juxtapose the previously designed "take it slow and be patient" design.

    To talk about visuals for a moment;
    While I don't find this choice of style particularly my cup of tea, I was surprised by how not distracting they were once I was able to play the game.
    However, the problem it did have was informing the player on what areas can be passed through and what areas are impassable.
    A more glaring problem is the font which was so difficult for me to read at times, I legitimately was unable to read the words on the screen.
    A chatter suggested I move back from the screen to improve legibility which did work to some extent, but I don't think a font that necessitates instructions on how to best read it is ideal. Ironically, the font was the most garish part of the game's visuals.

    A chatter mentioned this game felt like an early 2000s flash game, and I'd have to say that I agree.
    In one sense, I enjoy just the sheer hobbiest vibes of the game - something that was clearly just made by an individual in their free time.
    On the other hand, the lack of structure really ruins the enjoyment of the game.

    I look forward to whatever your next project may be, and happy game deving :kaohi:
    Here is the video if you care to watch my experience with the game (game play starts at 1:00:16)
    - YouTube
  11. These edibles aint shi- woah
  12. TheAM-Dol said:
    I played this game on stream last night.

    I definitely think it's commendable that you were able to complete and release a game; that is a tremendous challenge that many people aren't able to complete.
    That said, I unfortunately did not really enjoy my time with this game.

    The biggest hurdle is that there doesn't seem to be a sensible progression to the difficulty. One level will be incredibly easy, while the next level will be incredibly hard with precise timing.
    Level order and level flow seemed to exist more as a "constant stream of thought" rather than anything that was deeply considered; where one level encourages the player to constantly be moving, and then the next level expects timing and patience.
    Perhaps this could have worked if there was some structure; like consider Mario worlds where each world may focus on a different gimmick. In such a case perhaps a zone for "go fast, don't stop" would have made sense later down the line to juxtapose the previously designed "take it slow and be patient" design.

    To talk about visuals for a moment;
    While I don't find this choice of style particularly my cup of tea, I was surprised by how not distracting they were once I was able to play the game.
    However, the problem it did have was informing the player on what areas can be passed through and what areas are impassable.
    A more glaring problem is the font which was so difficult for me to read at times, I legitimately was unable to read the words on the screen.
    A chatter suggested I move back from the screen to improve legibility which did work to some extent, but I don't think a font that necessitates instructions on how to best read it is ideal. Ironically, the font was the most garish part of the game's visuals.

    A chatter mentioned this game felt like an early 2000s flash game, and I'd have to say that I agree.
    In one sense, I enjoy just the sheer hobbiest vibes of the game - something that was clearly just made by an individual in their free time.
    On the other hand, the lack of structure really ruins the enjoyment of the game.

    I look forward to whatever your next project may be, and happy game deving :kaohi:
    Here is the video if you care to watch my experience with the game (game play starts at 1:00:16)
    - YouTube

    Thanks a bunch for trying it out. I'm definitely glad I gave it away for free and I'll probably make it free on steam at some point too.

    The level design was definitely thrown together. I was just messing around with what I could do within the engine/plugins and I was thinking it sort of felt like Super Monkey Ball in that sense (no progression for level difficulty (as you mentioned), but rather just experimenting with weird gimmicks for levels).

    I'm relieved the visuals didn't bother you too much!! I'm unsure about them, but that's at least good to hear. Sorry about the font though haha. I think I'll change that and some other things (like more visual clarity for where you can and can't go) when I get the time, but as you mentioned this was just a hobby thing for me. It took me like 3 months to actually get around to making a post on these forums to try to get people to actually play the game!

    Thanks again though!!