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Review of the new game Block 32

lucas ferreira

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  • Posts: 21
Hello guys,
I bring my game in the demo version for web in flash and Html, I intend to launch soon in Newgrounds.
But I need your opinion of how my Block 32 project is getting.
And a game where the goal is to get the keys to pass the level.
I do not know how many levels the game will have, but at each level I will put something different to make it difficult.
In this demo I only have 3 levels to test with the menu.
Thank you all for the attention
(Sorry for my English )
Link ---------->http://www.stencyl.com/game/play/36980
link------------><iframe type='text/html' width='800' height='520' src='http://www.stencyl.com/game/embed/36980' frameborder='0' scrolling='no'></iframe>

lucas ferreira

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  • Posts: 21
The game still has no sound


krooshaka

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  • Posts: 47
At the least could you make the hitbox and sprite for the destructible blocks bigger. I found them hard to hit.
Some things I would do if I was making a game like this would be to keep the color palette to a minimum. Make everything Black and white and as low res as possible and just choose specific colors to indicate important things, i.e. red for dangers, yellow for items etc
I would also make the movement conform to a grid.
Just some suggestions, you do what you think is best. Keep up the good work :)

lucas ferreira

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  • Posts: 21
Thanks for the sugestion
I will increase the size of the pump and the color will look like it would turn white green, I will do a test.
 :)

merrak

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  • Posts: 1410
Getting through this door was tough because it requires almost pixel-perfect alignment, but the player moves fast.

lucas ferreira

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  • Posts: 21
Thank you merrak
I'll take a block up or change this passage. :)

lucas ferreira

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  • Posts: 21
Would it look better on this color or more colorful?

krooshaka

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  • Posts: 47
It's much more readable now in my opinion.


Majora64

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  • Posts: 459
At first, I had a difficult time differentiating between enemy, and non enemies. I got stuck in the teleporting on the 3rd level. The levels could use more variety in the way you use the enemies . Maybe simplify the levels more before going head deep into enemy-heavy levels as the first level does no justice in showing the player how to play (organically) other than showing controls. Minimalist art is fine but it should be consistent, and the enemies and tiles imo do not match well. Some of the tiles and doors are too pixel perfect and the HUD showing the direction of the player serves no purpose (if anything I see no benefit in the hud as of yet). The enemy that follows you after you trigger his "attack/follow" event would benefit tremendously with dedicated A* properties considering the levels are grid based. It's called Block 32. Why?

I do not know how many levels the game will have, but at each level I will put something different to make it difficult.

If this is a serious project I highly recommend sitting down, drawing up the concept for this game and figuring out the true scope of this project. Without that, this game will suffer hard from feature-creep or never get finished. As you have said, for each level you will "put something different to make it difficult". Difficult does not necessarily translate to good. Having an organic flow and pace is better than throwing new obstacles in each level imo. We can only help guide you to realize the potential of your game, and without knowing the scope of your game, we cannot give you accurate critique. These are all important things people on Newgrounds will notice and I hope you will take these critiques into consideration before releasing. Keep it up though, I will be keeping an eye on this game.

JeffreyDriver

  • Posts: 971
- I like the concept
- The graphics don't do it for me personally. I like the style you're going for, it just needs a little refining and making all the elements feel like they belong together.
- I like the simple colour palette (Looks almost like the Sinclair ZX palette which I'm doing something in at the moment!)
- I find the black and white version quite hard on the eyes. Maybe that's just me.
- You might want to consider a snap-to-grid movement
- I like how the bad guys give chase, but they're very easy to kill or run away from as they get stuck. Pathfinding would be good to implement (but quite difficult. There are extensions out there)
- You'll need more puzzle types (perhaps even alternate exits?)
- The third level seems broken? The white teleport links to the centre pink one, but I can't get back.
- Good job!

« Last Edit: June 09, 2017, 11:17:58 am by JeffreyDriver »

lucas ferreira

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  • Posts: 21
 :)
Thanks for the opinion, I've been changing the color of the tiles I thought of making several colors with the player's choice to choose and while the levels will have to redo, putting the first ones simpler and making it difficult to help the player to learn to play.

The enemies that persecute I am working to improve them because they get caught easily.

As soon as I get a more refined demo version I'll send it here.

Thanks for the tips, I'm learning a lot and trying to do the best I can.

lucas ferreira

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  • Posts: 21
My idea of ​​changing the initial color tiles was changing with the keyboard buttons on the same level removing and creating tile, but I ended up losing a lot of FPS so I decided to duplicate each level and change its color tile.
Using the keys 1,2,3,4 ... to make a reload in to change the color I intend to make 7 colors red, dark blue, blue, green, white, pink and yellow.