Space Pirate

Bombini

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  • Posts: 945
Thanks guys!
Heavy testing with players who havent seen the game before and they like it a lot.
And funny enough...crashes i have never seen before ;)
Also performance on laptops could be better.

I will share feedback from the tester.
Cheers!

Bombini

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  • Posts: 945
I integrated a system which allways shows the current task, if you fulfilled it and the next tasks in the top UI bar:

Bombini

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  • Posts: 945
Hi guys,
one thing i learned in playtesting was how important "color coding" is.
Very obvious now but i did not spend so much thought on it as it needs.
I changed a lot of colors in the game last week because they were confusing to the player.

Some examples:
  • Stations or bed which would refil your health were red with an orange cross. Players thought it would harm them because of the red color. Changed it to white
  • Harming laser barriers were green. Players thought they would NOT harm them because being green. I changed them to red and added some blood (what i ususally do when you first see a trap).



The Shop:
  • The "shop" was confusing because it has updates for existing weapons, sells new weapons and also has a section where you spend your skillpoints
  • I made the split more clear
  • Added much more feedback for the player
  • Made the costs more clear


Cheers!

« Last Edit: June 04, 2018, 03:36:13 am by Bombini »

mdotedot

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  • Posts: 1419
 
Quote
added some blood (what i ususally do when you first see a trap.

These are good pointers to be reminded often! Thanks for that clever blood-thing!

Hanging out in the Chat:  http://www.stencyl.com/chat/

Proud member of the League of Idiotic Stencylers! Doing things in Stencyl that probably shouldn't be done.

Bombini

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  • Posts: 945
Hôla Space Pirates!
I have a question for you regarding how to handle "game state saving".

My current approach:
  • The game saves ALWAYS automatically after finishing a level before starting the next one
  • It is NOT possible to save a level in between because so many parts are destructable and collectbale. It would be too much effort to save all this
  • The game will tell you that the state is NOT saved before you leave the game while playing a level

Is that something you can live with?
Cheers!

JeffreyDriver

  • Posts: 1677
It all depends on how long your levels are, and your target audience. Personally, I'm used to games not saving mid-level.

Someone who wants to pick it up and play for 10 minutes at a time may get frustrated.
Current Projects:
Retro Redux Compilation (NEW).
Retro Redux (untitled) (NEW).
I always appreciate useful feedback. Thank you.
www.jeffreydriver.co.uk

NickamonPoppytail

  • Posts: 911
Hôla Space Pirates!
I have a question for you regarding how to handle "game state saving".

My current approach:
  • The game saves ALWAYS automatically after finishing a level before starting the next one
  • It is NOT possible to save a level in between because so many parts are destructable and collectbale. It would be too much effort to save all this
  • The game will tell you that the state is NOT saved before you leave the game while playing a level

Is that something you can live with?
Cheers!


I have played (and still do sometimes) games with a similar or same approach to saving, and I have no problem or complaint to make about those. Although I guess it would be easier to give a better answer if we knew the approximate average length per level.
Currently developing Poppytail 5, Pixeltail and The Poppytales.

Email: nick.rosemarygames.poppytail@gmail.com

;)

Bombini

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  • Posts: 945
Good point!
I am looking at roughly 10 minutes or less per level.
I can obviously use checkpoint in levels but this is weird if you destroy half of the level and start at a checkpoint with the level fully restored again. This leads also to put difficult boss levels at the start of a level.
I could also split longer levels in multiple scenes if i see that this will be an issue.

Cheers!

JeffreyDriver

  • Posts: 1677
10 minutes should be absolutely fine.
Current Projects:
Retro Redux Compilation (NEW).
Retro Redux (untitled) (NEW).
I always appreciate useful feedback. Thank you.
www.jeffreydriver.co.uk

Bombini

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  • Posts: 945
Hi Space Pirates!

This will be my last post before a long planned vacation which will translate into being offline for 2 weeks.
I made very good progress in the last weeks incorporating a lot feedback from testers. I tested it yesterday with one of the harshest testers i know. One of my sons ;)
He tested with a gamepad because he does not understand the concept of WASD with arrow keys. I do think that this is something from an older generation like me. He said: "Why do you use a keyboard? It does not make sense. Why not touch or a gamepad?" He is right. Well, lucky me that i build the game for gamepad as well.

Its always very insightful to test with someone who is not used to a specific genre and i am happy that he liked it.
One of the best comments: "This monster looks like poop with an eye. Why do you have walking poop?"

I am getting first images for the intro and some few images in between the story.
Take care and talk to you after my vacation!