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Beta test my game!

Posted by johnfn - March 19th, 2008


http://media.putfile.com/Colors-80

BUT WAIT!!! READ THIS FIRST

Don't focus on the little bugs and glitches in the game. I'm more curious about what you think about the gameplay and concept - is it intriguing? Too boring? Confusing? For this to be an awesome game in your book, what should I add or take away?

Thanks bunches, NGers. I need your thoughts.


Comments

I don't know about down for holding a color, maybe space. The gameplay is interesting though, and I'd definitely recommend expanding on it. The animation is also nice and simple. For more levels, I'd recommend more colored things to interact with, more colors per level, and colors which move around.

Coolio. Fair suggestions, I'll get on it!

It's ok. Great concept, though reminds me of Cool-Natio without music (as he made something sorta similar), but the mechanics, graphics, and actual game part aren't great. I'm assuming this was a 'demo' version in the sense that it will be greatly improved, but assuming it is, it will be sweet.

I think you have a good concept for a puzzle/platformer here. You asked not to mention glitches, so I'll stick to the basic ideas.

The main suggestion I have is give the user some way of telling how long something will last. Maybe a HUD at the bottom with icons and gradually decreasing bars would be best. If you hold your breath in a blue zone, you see a blue icon and a bar that shows you how long you'll hold your blue. Likewise, any time you hit a timed switch you'd see a picture of the switch and a bar showing you how long the gate stays open.

Speaking of which, if you made the gates the color of the control that opens them, as opposed to all red, it would make more sense to me.

Add enemies that you can only damage (stomp? shoot colored fireball?) if you are their color. Of course they can damage you regardless of their color.

I'm not sure what to make of rooms with more than 1 door. Is this a maze?

The character should be artistically a little more developed, so it doesn't look like you're just changing the tint of the MC when he enters another zone, although I'm sure you're not doing that :-p

Add more toys like the ball.
Maybe a toy that you could throw in is a lever that shifts all the color zones over to the left/right a certain amount, so that a level can be solved by shifting the stage enough to give you that sliver of red light that you need...

nice concept but maybe for "holding your color" you actually have to hold it down. i suggest a tutorial not learn as you go, but maybe for more advanced stuff(don't know if theres more because i didn't fully play it) it can be learn as you go

The ball doesn't move I'm assuming because you haven't written that code yet, and I would prefer more fluid motion like friction and sutch. Good idea though.

Does it have a preloader? All that comes up is a blank box.

I thought it was really cool, but it was basic, you might want to expand on it.
I am working on a game right now and I need to ask, how did you make the screen follow with no lag?
Thanks,
MixedDrink

V-Cam - Google it!

I like it. The little hints and suggestions were hard to see at times, though. Other than that, solid gameplay and simple yet pretty graphics.

Not bad, still needs some work, the character graphics need to be smoother. Maybe you chould change the "press down to hold color" i prefer something like the space bar instead. Great concept just needs some work.

Uhmmm when i click the link nothing happens...

Unique. It needs lots of work though. What about backgrounds? And some more complicated levels? But I'm looking forward to it!

on the third level, i think, i couldnt hold red, other then that though i liked the idea, it could use a little bit of fine tuning but its a solid platformer.

the down button as color holding is gay, make it use the space bar.

Pretty good game but not that challenging

Ok heres my thoughts, i agree with blaxx about the using space as a color holder instead, but maybe and enemies? that u hav to dodge or something, and maybe more different colors, and more things like interactions like what u did with the ball

Played it to the end. Yeah it's a good concept, you did a good job with the programming too. A timer would be nice to show how long I had till my color changed again. And I don't know if you added this but a button to revert to whatever color I'm on would be nice too, just so I don't have to wait till my breath gives out. The balls, multiple buttons, color changes, and stages were all good. Just needed to be a bit challenging. But I'm sure you'll work on that.

Idea, could put in some enemies of different color that either put you at a restart point on touch or change your color for a set amount of time. Also on the levels, you could make them a lot more decorative by doing patches of color rather then just huge bands. May not affect game play too much but it would be more fun for the eyes.

its a little it boaring-give more action in the game...
and the animation stinks...

It's pretty fucking sweet, it reminds me of shift, only better. If these are your "best" drawings you might want to seek someone else, but besides that, well done.

Actually, they are. At least they were back then. Hmm. I probably should look for someone else.

Dude, I'm lovin this, I need to talk you, we haven't talked in a while.

i don't like games were you have time on you. and you should put a little square in the corner with your current colour, and if you are holding it. if you have to have time on you you should put a timer or something in the corner that shows how much time you got left until your color gets away/ the button gets unpressed again. but i think you should remove all timers and concentrate on making kind of a puzzle-game. because you have to have a much better engine to make a good platformer. it's up to you, puzzle/platformer-game. but i think you should concentrate on making a good puzzle-game.
Good luck!

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