Showing posts with label gmw. Show all posts
Showing posts with label gmw. Show all posts

Tuesday, 1 February 2011

Percy placed 9th because it was "too difficult"

*grumble*

Percy placed 9th (out of 13) in the dutch gamemaker community contest (GMW27).

I am displeased, I guess. I would have thought it'd end up higher. But it's not just the number. I am more displeased about why it ended up at 9th place.

These were the judges comments (in translation):

  • Because of the high speed, the game is barely playable; you fly over platforms a lot.
  • At some jumps you need to jump both horizontally and vertically accurately to the pixel, or you won't make it.
  • I was not able to pass the point in level 3 [Sky High] where you get blown back.
  • The gameplay is [simplistic], really annoying, but I guess that's the intention. I find it disappointing that the third level [Sky High] is undoable; at least I haven't been able to figure out how.
  • The checkpoints aren't really coordinated properly; they are strangely spread, instead of right before the difficult parts.
  • The graphics were [simplistic] as well. There wasn't much to see. And I couldn't make a robot out of the little square (out of Percy?).
  • The music was fine. Nice and 'strange', not too distracting
No offence to the judges, they have the right to have their own opinions, but it basically says that they didn't like the game's difficulty, doesn't? It's not just me?
"I was not able to finish Sky High."
"At least I haven't been able to."
And they even notice that "that's the intention."

By the way, the GMW version of Sky High is not at all impossible. This vid proves that you can finish it. Within a minute. Without dying. Admittedly, I kill myself twice, but that doesn't really count.

So what exactly is wrong with Percy? Ok, the graphics are simplistic, and the game is horrendously difficult. 

I completely agree that the game looks bleak and dull, and that Percy (the character) looks uniform and standard. But that's the whole idea. "I couldn't make a robot out of the Percy." Seriously? Isn't everything about robots dull and uniform? Isn't uniformity the very essence of robots?

I can understand that people don't like this game, because it's too difficult. Because it screws you over. But why would that make this game any less good? Is it a bad game just because it pushes players to the edge, instead of making them feel all good, without actually achieving anything.

The whole purpose of this game is to make people feel proud for trying hard, trying again and then actually achieving something. And then let them realise what idiots they are for putting up with it, and that it's too late to take back the time they spent playing it.

In fact, I want players to hate this game. To despise Percy. But then long for it just the same.

Saturday, 1 January 2011

New Percy Version

I've send in my GMW27 entry last night.

Some changes I made since the day before:

  • "Sky High" level
  • Timer option
  • Gallery
  • Ace mode
  • Improved tutorial

Also, I've made a little gameplay video with commentary.

Friday, 31 December 2010

Percy

GMW #27 (the 27th dutch gamemaker competition) is about robots and building a game in only five days. I had several ideas that did not work out, and started only today (or technically yesterday) with my new 'semi-hardcore' platformer "Percy". The contest ends today at 23:59, leaving me with less than 23 hours to complete it. But I must say, I came pretty far in the couple of hours I spent on it, so my hopes are up.

Percy is a very simplistic platformer. It is however rather difficult. It's completely grayscale, and most of the graphics are squares or circles. The background is temporary.

Content:

  • Working engine
  • Death, respawn
  • Checkpoints
  • Coins
  • "Leap of Faith" level
  • Tutorial
  • Menu
  • Saved progress
  • Saved time records

Wednesday, 15 September 2010

5th Place for TerraScape

TerraScape came out fifth (out of 24 contestants), a spot which I am sincerely happy with.

Although (obviously) I do not agree with the judges completely, they made some spot-on remarks and pointed out some flaws in my game.

Here's a translation of their commentary:

"Graphically a very well developed tower defence game. It's a shame you were unable to complete it before the deadline. (...) When you have finished a level, it is unclear how to return to the menu. The power-price ratio of the turrets and upgrades seems to be quite balanced. [The tower's stats are indicated with bars], but unfortunately it is not said what each bar represents. I later discovered that this could be found in the Database. (...)"


"Presentation: the menu looks neat, the ingame graphics are not as good and the trees look inappropriate. (...)
Originality: (...) The game is somehow addictive. (...)
Finish: Whenever I got an Achievement, the game stopped working. I later figured out I had to hit the FPS button to continue. A lot of attention has gone into finishing touches. Have you tested the levels? Some appear to be completely impossible."


"Very nice game, very complete. Really nothing can be said, except the interface, which is insufficient. (...) The turrets' and enemies' graphics are uninspiring, but on the whole very good. (...) The overall finish is very good and encourages further play."


I will especially pay attention to the interface. Although some problems I either can not or do not want to fix, I may add some onscreen range and building completion information. And I am stunned that I did not notice that I do not once mention the ability to pause and unpause the game by hitting the FPS button.

And of course, I will add and test more levels.

Saturday, 14 August 2010

TerraScape: New Content Boost

I have added an incredible amount of content in one day (working 9 hours straight):
  • 4 new enemies: Ghostling, Mageling, Swarmling and Camling
  • 1 new turret: Longshot Turret
  • 6 new Melee levels: Fraternity Match, Extraordinary, Need for Speed, Heavy Equipment, Swarmed and Mr. Invisible
  • Statistics (working)
  • Achievements (working)
It has become (if I may say so myself) a decent package, and I'm proud to have something worthy of GMW #24.

As always, you can download it at the TerraScape page and feel free to comment.

Friday, 13 August 2010

PC Back!

Yay!

I've got my pc back! I must say I've got somewhat with of a love-hate relationship with it, but she's a beauty when (or if) she works. All I can do for now is wait.

Well, that and start computering like crazy.

For instance, I have about 50 hours before the deadline of GMW24 ends, so I need to work my ass of if I want to hand in a decent version of TerraScape. I'll see how far I get, I guess.

So why am I wasting my time writing this, exactly?

Wednesday, 21 July 2010

Please Stand By

My computer has been suffering (or actually, I have been suffering) from major technical problems, i.e. shutting off at arbitrary moments.

This means I am currently unable to further develop my games, TerraScape in particular.

Hopefully, I will be able to get a replacement within only one or two weeks. If not, I will not be able to complete TerraScape before the deadline ends. I have send the latest, yet incomplete version of the game to the head of the GameMaker Wedstrijd (Dutch GameMaker Competition) comittee.

I will keep you up to date as things unfold.

Friday, 2 July 2010

TerraScape Beta Download

I've redone the pathingsystem and the enemy's AI, as well as added some more graphics.


You can download the β-version from the TerraScape page (above).

Wednesday, 30 June 2010

First R41LS TD beta version

After only a few days work, the first beta version of R41LS TD is done.

You can download it on the R41LS TD page.


Features:
  • Basic engine
  • 1 enemy type (no sprite yet)
  • 1 turret type
  • 3 turret levels
  • Turret statistics
  • A fancy HUD
  • Some sound effects
  • Other fancy effects and graphics
Have fun and knock yourselves out.

Oh, and if you find any major bugs, errors or flaws, please tell me, e.g. by posting a comment here.

Sunday, 27 June 2010

New Project "R41LS TD"

The Dutch Game Maker Community organises every so often a contest, and for the first time, I'm going to participate in one. 'GameMaker Wedstrijd #24' is all about games that can be played with only the mouse and the Left Mouse Button.

It is currently called 'R41LS Turret Defense', simply because the enemies move on rails (and because it is a TD). Here's screenshot taken after only couple of hours work:
I hope you're liking it so far, more information and ofcourse a beta download will follow.