Hello everyone and thank you for your patience.
We have finally put together a working demo of our game for you to test out. For those of you who do not attend UWSP, the premise of the game course we have is for each group to spend a significant amount of time researching an assigned game and to be able to implement animation and game play styles into our own game. Another constraint is that our game is supposed to have an environmental theme or concept included as well as provide some educational value. With that being said, the games created are rather simplistic, so keep that in mind. The game we needed to analyze and work from was the game Flow, which can be played here
Joe, Jeff, and myself would be extremely grateful if you could leave some feedback on some of the playability and what you liked/disliked about the game. Some of the issues we know we need to fix include:
Those are the three most significant pieces that we have come up with. There are a few other things that I have noticed that could use room for improvement, but I would rather hear all of your thoughts and opinions first. Before playing our game, I strongly recommend playing Flow first in order to get a better idea of how our game functions.
Click here to play Nanobot Extreme!!! Ver. 0.1.1
Please remember to leave feedback!
One thing I noticed while testing it. I think we need to make the boost recharge lots faster, or the drain slower. The gameplay is nice. Requires timing and such, but it’s hard to catch onto particles as it is.
Got it noted. I think the meter turned out a lot better than I thought it would.
I agree that the drain time is either too fast or the recharge is too slow. I like the movement of the main character. I found it extremely difficult to catch a few of the particles, so you should tweak that a bit. You should indicate the player when he hits a particle better as well ( whether that be your main character changes shape or the particles explodes and disappears completely ). Also, I think it would be nice to indicate the player is moving faster on mouse down. Maybe a contrail or a sort of blur of the player. Other than that, it looks good. I’m impressed.
Well here is the thing I don’t want to give the user to much advantage right away it should be difficult at first to catch things which is why once the level up works it will increase stats like, increase regular speed, increase boost speed, increase total boost available, increase segment life (your health), and anything else we decide to have as an increaseable start. I guess my argument here is that if you make it too easy in the beginning you wont feel like it’s worth your time to level up.
I think the lightning bolts when you hit the enemy are annoying… Brett wanted them
Stat idea (increase boost recharge) thanx Jeff
Hmm I did find a bug just now if you go out of the window area while holding down for boost the meter will continue to go down then when you come back on screen it stayes at the bottom and doesn’t start recharging until you click again within the window.
I liked it, I think that the boost runs out to fast. could add just a bit more to it. Also, I would suggest a bit bigger map especially if you are trying to run down the molecules. Just opinions.