Would anyone be interested in feedback on anything

9
EJG3D #335 0 52

Looking to help, coach, critique or just talk about art, games, ideas, tech, anything. HMU

18
Tim Ruswick #1 89 1703

Hey man!

I appreciate you doing this, really cool of you!!

I could use some feedback on Symetra. Its a mobile game I made a few years ago (Before Overwatch!) but never released. Thinking about changing it up a bit and actually getting it out there because I always really liked the audio design I did on it.

But I never released it because It didn't feel right. I cant put my finger on it, I dont know whats wrong with it....but it doesn't feel like a proper game...Maybe its the difficulty curve, or the random nature of the enemies, or the audio/visual feedback it gives the player during points or hits. Maybe its the growing/shrinking system instead of just acquiring points. No idea.

Here's the browser-playable link:

https://dl.dropboxusercontent.com/u/32808793/slither/index.html

Any thoughts?

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EJG3D #335 0 52

Tim,

First off what a cool Idea. I love this idea. The subtle shrinking of the player is wonderful and the play mechanics are butter smooth. As far as critique I would say a how to or goal info splash would be useful, Don't get me wrong I hate exposition in games, just took me a second to figure out the play. Maybe a color scheme to the =1 and -1 point structure in the game? I realize the -1 is yellow to match the enemy but what if the 1 matched the players color? Also the power up sounds should have priority over the negative sounds, the majority of sound fx I heard were the negative actions against me when I messed up, I really had to listen for the power up sound fx. That way it drives the player through positive sound reinforcement. Lastly I would say can you visually show the "Regrow pickup" (The thing that makes the player big again) or whatever it is? What I mean is maybe have the player pawn grow larger than normal super quick and scale down to regular size. That way the player knows beyond a reasonable doubt that they got a size boosting power up.

All this is just my opinion, I really enjoyed it and I would def pick it up! 

18
Tim Ruswick #1 89 1703

Hey dude thanks so much for the feedback!

That helped a lot.

You're def right on over exaggerating the effects, I think that will help, especially on a smaller mobile screen. You're also right about the positive sounds overriding the negative ones - that's something I hadn't considered.

I think maybe the only numbers on screen should coincide with the scoring. Reading what you described, the -1 for shrinking the player seems confusing compared to the 1 for scoring.

Its crazy how much the UX can impact the game without even changing the mechanics. The visual and audio feedback changes so much.

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EJG3D #335 0 52

If you put it out LMK I will pick it up for sure. 

8
GamArray #323 0 33

Hi Tim

I agree with EJG3D comments, specially with the "How to info". I thought you moved around by clicking and only in a straight line, so I got frustrated because I couldn't avoid the "evil yellow/black squares" and lost easily. Then I realized you could swipe around and it got  MUCH more enjoyable. I liked the simple but challenging concept. Also, the growing/shrinking system makes it easier for you to realize that you're about to lose, so I preferred it over the points system.

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Tim Ruswick #1 89 1703

Dude, a properly times score to that trailer will add SOOOOO MUCHHHHH to it. Even if you have to recut it a bit to fit a good trailer sound track with some suspenseful music, it would go a long way. Thats really all the I have to say, otherwise I think its great for a teaser.

8
GamArray #323 0 33

Thanks Tim, you are right. I'm already working with a music composer to get some music for that teaser and the game in general.

Thanks again for the feedback, really appreciate it!

7
Fab WindSk8 #349 0 24

Hi EJG3D & all!

That's awesome that you offer giving feedback!! I'm on my first game WindSkate. 

I'm trying to get constructive feedbacks. People says it's cool, but don't give anything I can build on. I definitely have a UX  issue and I could use a constructive help!!! 

The game is a sailing skate board racing game. My hope is to make it easy to steer, like a classic car racing game, and help people discover sailing in a cool way progressively. 

The issues seem to be:

1. It is not clear were to go

2. There are too many icons, and people don't understand what is the wind direction. 

I'm looking for a good way to make things obvious to the player: not easy!!!! 

If you'd like to help, you can get the game beta by following the link here: https://fabstudioblog.wordpress.com/2017/04/27/windskate-beta-update-0-103-is-available-on-the-playstore-and-the-appstore/


7
GrassWhooper #355 0 20

hey, 

this is my first post here, and i must say, thats really neat of you. 

https://grasswhooper.itch.io/shoot-n-run/

basically, this is the second iteration of my prototype for the game, (name is place holder). 

i am trying to gather feedback, so that, i can pin point the most important stuff about the game, that i must put in the third iteration

(currently, i am considering to make the third iteration have a lot of design, and visual changes) but i am still gathering feedback on it for the time being. 

feedback, and suggestions are more than welcome, especially since i am bit unsure of the art style to head to 

i am considering lowpoly/onecolor for the enemies, and maybe, low poly/multi color for the player. though i am honestly unsure in which direction, i should take the game in,

gameplay wise, i am planning to an interaction system to handle the puzzles, and story telling, but i am unsure if i should do that as my third iteration, or if i should let the third iteration simply be a visual/sound one.thanks in advance. 

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EJG3D #335 0 52

GrassWhooper,


First off cool isometric camera, I really enjoy that unique look. I would say use walls kinda like how diablo 3 does topdown walls as since your game is based on escape the lack of walls doesn't really convey that and it feels very open.

7
GrassWhooper #355 0 20

@EJG3D

thanks for giving the game a try, i am glad that it looks acceptable. honestly, you brought up, a really great point. that, i am not so sure how i missed it, but i did. 

thanks.

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