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I have made another flash game
#1
Hello,
I've been working on this flash game on and off for a few years.
It's a magic themed platformer game in which the protagonist has a special ability to morph blocks of ground into or out of existence. I also have a feature-packed level designer which I am trying to build to go with the game. With the level designer, what I am really trying to do with this game is make a spiritual successor to the level designer in my old game, Super Mario 63.

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I have it out as a pre-release on my website here: http://www.runouw.com/games/lastlegacy_nullspace_rc1/
I'm trying everything that I can to make this game as great as possible. I think I am getting really close to calling it done. But first I want to see what other people think about it.
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#2
Well, I find it a bit of an honor to more or less be in the presence of the creator of a relatively respected Mario fan game.

Anyway, to comment on your game, I say what you have is pretty cool. My only two concerns are that the background elements look almost too similar to Mario ones and I think that you could do better than just a medieval fantasy setting. While there is nothing wrong with the latter concern, all I'm saying is that it has been done nearly to death and maybe you can rack your brain to think of something even more interesting.
(02-27-2014, 07:31 PM)Gors Wrote: DO NOT BE AFRAID TO SUCK. DO NOT BE AFRAID TO SHOW YOUR SUCKY ART. I think this needs to go noticed to everyone, because sucking is not failing. Sucking is part of the fun of learning and if you don't suck, then you won't own at pixelart

it's ok to suck, sucking is not bad, just try and aim to always do your best!
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#3
I only played the first Dimension so far. I wrote down whatever came to mind as I played.

Quote:slow the camera movement more because it's too hectic.
->decrease the amount of camera lerp/interpolation

outter space background clashes

player animations are very stiff.

why does the camera move when you slash?

I noticed that when going down slopes, the player alternates between falling and running.
You can't slide down a slope without going horizontal off the slope
Also, the player rotates on a slope when running or sliding, but not when idle, or standing attacks.

It'd be nice if I got the option to click to end an item pop up message instead of it timing out/fading out.... I'm a slow reader =/
-->I know I can just open and view the item description within the inventory, but it's a bit of a hassle

Aww, no animation for throwing axes or I guess using magic attacks in general?

I noticed when you switch [magic weapons] that the replaced weapon will still be visible until you use the new weapon

Why not allow me to open a chest with the up button, or just clicking anywhere on screen while over the chest?
-I use the laptop mouse pad, so theres a delay between moving the mouse and hitting keys. It's a bit of a hassle

sprites in general could be improved, but it's not ruining the experience so far.

The game is alright, but there's nothing immersive about it yet. It felt like I was "just playing a level", ykno?

Runouw Wrote:In the storyline, the main character travels through a series of levels that challenge the player's combat, platforming, and puzzle solving abilities.
Soo I'm guessing the game isn't really story driven and I'm experiencing what you want me to experience (challenging levels)?
Animations - MFGG TKO (scrapped) - tFR
[Image: QUmE6.gif]
"It feels that time is better spent on original creations" - Konjak
Focus on the performance, the idea, not the technical bits or details - Milt Kahl
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#4
Thanks for the comments so far. I'll focus a lot more on the camera now since I've been really lazy about figuring out how it should work. I'll also consider the other suggestions.

(04-10-2014, 08:50 PM)TheShyGuy Wrote: Also, the player rotates on a slope when running or sliding, but not when idle, or standing attacks.
This was intentional. I decided to do this after studying how Kirby games and Smash Bros handle slopes.

(04-10-2014, 08:50 PM)TheShyGuy Wrote: The game is alright, but there's nothing immersive about it yet. It felt like I was "just playing a level", ykno?
Is there any way I can make the game more immersive?
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#5
Sorry for not replying quicker.

I wrote an essay about immersion a year or so ago for Psychology.

Quote:To summarize, immersion depends on the richness and consistency of a chosen media. It also depends on the individual and their mood- some just want to believe.
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*I didn't mean to post right now. I wanted to actually give feedback on the game too and not just post my essay =/. I'm playing atm and will edit this when I'm done.

Here it is raw and non-editted because it seemed like a bit and scared me =/ sorry. If you want to make the game more immersive through story, welp I dunno how to help do that. However for gameplay, just make sure things are filled with sfx and visual cues/effects. The menu is a good counter example of this. There are no sound effects at all. Thus it feels unfinished and empty.

Animations - MFGG TKO (scrapped) - tFR
[Image: QUmE6.gif]
"It feels that time is better spent on original creations" - Konjak
Focus on the performance, the idea, not the technical bits or details - Milt Kahl
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