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What The Ball / Monsters Roll In - Beta Testers needed

Bhoopalan

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  • Posts: 981
Hi,

I'm designing a new game which was initially named as 'Drop In'. Unfortunately, the name was taken. I tried 'Drop by' - Taken. Many similar names - Taken - Taken - Taken. Just out of frustration, I named this new game 'What the Ball'.

So what's this game about?

There are different colored balls that fall. Drop them into the matching color pipes below.

There's this 'Curvey' right above the pipes. Swipe left or right and the curvey will spin accordingly. Drop the balls into the matching pipes by spinning the curvey.

<a href="https://www.youtube.com/v/5sIfw5EcX4U" target="_blank" class="new_win">https://www.youtube.com/v/5sIfw5EcX4U</a>

First Theme Screenshot:


Second Theme Screenshot:


Need game testers. Anybody who would help, please let me know your email address.

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Update As on April 26, 2016

Beta testers from within and outside Stencyl seem to enjoy the game with the basic mechanism itself. It all happened with Colburt's feedback at the right time. Thank you so much. Liberado helped me at the right time to avoid a jerky movement. Thanks to you for that.

I hope the game would be more impressive with the new stuff I'm adding in a day or two.

Things Planned:

=> Color shift - After a few seconds, the pipes would start to move in equal interval of time.

=> Disobeying Curvey - If you drop the a particular white ball into the pipes, the curvey will start to disobey the orders for 15 seconds. It'll move in right when you swipe left & vice versa.

=> Whole New Theme - Started working with an amazing graphics artist and I believe he'll achieve things he already promised. Instead of going with simple abstract images, I'm planning for a theme (but the shapes of ball/pipe & curvey would still be the same as the current theme as shapes matter in this game).

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Updates as of May 4, 2016:

Two New modes implemented:

- Single Curve mode
- Dual Curve mode ( One curve moves in the direction you swipe and other curve moves in opposite direction)

Scale to fit - Full screen
Game is now ported to 'Scale to fit - full screen'

Monsters blink
Added animations to the monsters. It blinks eyes.

Requesting everyone to check the game and see if none of the actors collapse over each other. Since 'Scale to fit' is pretty new to me yet, I'm just wondering if I may haven't set 'y' of actors properly.

The 'y' positions of all actors looks good in my iPhone 5s but not sure about other devices. Please check and update. 
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Update as of May 11, 2016

  • Name changed to 'Monsters Roll In'
  • Added a homepage with title banner
  • 3 New background themes included:

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Thanks again.

« Last Edit: May 11, 2016, 08:21:22 am by Bhoopalan »
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colburt187

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  • Posts: 2023
TestFlight please ;)

Bhoopalan

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  • Posts: 981
Hi,

I've already added you to my list. Other Stencylers I've already included: Ceosol, ThreeSeaverShow. The recent version is still pending to be approved for beta test. I'll notify you all soon.

It's almost 6 hours that the version is in ' Waiting for Beta App Review ' status. Does it take so long even for beta testing approval?

Thanks so much for the interest.
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batuhancan

  • Posts: 150
Nice idea for the mechanics, could do good with the right design and polishing, good luck! ;) I'll DM you for testflight

Bhoopalan

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  • Posts: 981
Thanks, Batuhancan. You're one of my favorite Stencyler and glad to hear this from you. :) I'll include you in test flight.
If I helped you at anytime, help me back build my twitter followers :)
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Bhoopalan

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  • Posts: 981
Testflight invite sent to all. Requesting more beta testers.
If I helped you at anytime, help me back build my twitter followers :)
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Bhoopalan

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  • Posts: 981
After multiple testing, I felt the following:

When the ball hits the edge of the pipe, the possibility of falling into the pipe is as equal as the possibility of falling outside of the pipe as well. Thus, I've made a change to the collision box of the pipes.

Previously the collision box was like this:


The new collision box is as this:


Instead of having a rectangular shaped collision box at the edge of the pipe, I turned it into a sharp edge triangular shaped collision box and it potentially increased the possibility for the ball to fall into the pipe than outside of the box.
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riki82

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  • Posts: 308
Hi, add me on beta test!
I send you via PM my Apple ID ;)

colburt187

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  • Posts: 2023
The concept is quite nice, I like physics games and haven't seen one like this before. The concept is quite easy to understand.

The Controls are really bad, I didn't really feel like I was in control at all. If the thought is that the tricky controls adds to the challenge then I disagree. Wonky can be funny, but in this case it just feels broken, badly set up. It looks like I should be dragging the cure but actually it behaves more like a button press, as If I stop my finger the curve keeps moving.

Possibly a tap type control system would play better, tap left and right sides of the screen to move the curve?

The gravity feels weird, the the balls have a Y speed? sometimes I tried to bounce the balls into the tubes but the ball behaved strange when I hit it, didn't seem to have any momentum.

The art style is clean but Im not really feeling it, A bit too simple perhaps, or the colour pallet could be a bit more original or interesting.

Colburts unofficial Apple feature rating 0/10 (Currently not yet in a state that may get featured)

It feels like a decent basis from a game, will be interesting to see how it progresses with some tweaks.

Bhoopalan

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  • Posts: 981
Hey thanks for the interest, riki. I'm including you.

Thanks sooooo much for the effective review, colburt. Your review about the way the control works is quite similar to what everyone I know personally has said. But I just wanted a review from an expert gamer. Now I'll definitely fix it. I'm thinking of changing the mechanics to accelerometer. How would that do? Will checkout and show you soon.

I'll also check the tapping mechanism. The problem with tapping would be - When you press, the curvey rolls. But it would spin in same speed. If you need it to spin faster or slower, that would be a problem. I'll see a workaround for it thought.

Could you tell me a bit more about why does the gravity feels weird? May be the real time gravity setting would look natural? (I now set gravity to 45 instead of 85 which is usually suggested). The balls have no speeds attached to it. Just like real life balls - it's based on gravity only. I'm not sure how could bouncing over the curvey can throw the ball into the pipe? SO I didn't understand that part of what you said. Sometimes, I push the ball with the side of the curvey (Please see 0:22 seconds in the video above as example).  Not sure what you mean when you can't bounce though.

Right now, I added bounciness to the ball but the whole game mechanism may look different if the ball bounce off the curvey. It should be guided by the curvey to the pipe. It shouldn't fall into the curvey and automatically jump out of it because of bounciness I believe. Please help me if I misunderstood what you mean.
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colburt187

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To be honest I don't think the accelerometer would be a great control scheme, I think the best option is like a drag and drop effect, the curve follows your finger directly, I guess that was your original vision when designing this game?

Don't worry about the gravity thing, its not really important, It doesn't effect the game play. It just felt a bit like the balls were being forced down when I tried to launch one.

I think you need more feedback in the game, Right now there is no indication that i have lost a life apart from the small number counter decreasing. Give me a bit of screenshake, Maybe a quick screen flash, or some sort of effect on the curve, red flash or something.

I like the score pop up when you get one right, but it could also do with more feedback, Maybe the pipe Bounces a bit, you can use the tweens to give it a little grow effect or something.

Bhoopalan

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  • Posts: 981
Thank you so much for the very useful feedback, colburt.

Tried the accelerometer control in the meanwhile and you are completely right. It makes the game only worse.

Dragging the curve was my initial idea but our hand hides the pipes when we drag the curve. Thus, I moved the pipes upwards - Introduced a white platform beneath and made the control as you can swipe anywhere on screen. If the game is designed in such a way that we touch and drag the curve, something needs to be done to ensure that the pipes aren't hidden by our own hands. I'm thinking how that can be fixed.
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colburt187

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How about the control is a little slider bar, like your sensitivity slider, you move that with your finger and the bar moves accordingly. It would be nice to fill that white space at the bottom anyway.

Bhoopalan

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  • Posts: 981
 
How about the control is a little slider bar, like your sensitivity slider, you move that with your finger and the bar moves accordingly. It would be nice to fill that white space at the bottom anyway.

That sounds perfect. I'll check it out immediately.
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LIBERADO

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  • Posts: 2337
something needs to be done to ensure that the pipes aren't hidden by our own hands. I'm thinking how that can be fixed.
I would do it this way:
   
<a href="http://static.stencyl.com/games/34072-0.swf" target="_blank" class="new_win">http://static.stencyl.com/games/34072-0.swf</a>
I'm spanish, excuse me for my bad English.
I'm not a private teacher. Please, post your questions in the public forum.