ForumsProgramming ForumLooking for feedback on my game (early stages)

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waynaul
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waynaul
73 posts
Nomad

Hello,

I am working on my first Flash game (using Adobe Flex). My game is still in its early stages, but I have been making steady progress so far, and I am looking for feedback on what I have implemented.

waynaul.110mb.com
waynaul.110mb.com

Thing I am looking for feedback on:
-Is the loading time too excessive? The program is 3MB. I have licensed the use of two songs (composed by Daniel J. Schmidt), but if the loading time is too long, I can have just one song instead. Right now I have only the demo version of the songs in the game.

-Do you experience slowdown on your computer? I have a lot of moving objects, so I am wondering if my game is taxing to many computers.

-Don't mind the enemy. He can't be killed, and he is just moving along a predetermined path which is my first attempt at pathfinding. He can't kill you either.

-What do you think of the name "Geo Tank". I'm think of this name because of all the green and blue terrain.

Other general feedback is appreciated. If you find a bug, please describe it in as much detail as you can.

Controls:
W,A,S,D -> movement
Esc -> pause
Left mouse click -> toggle rapid fire
Spacebar -> "cannon". Long cooldown, the avatar will "glow" when it is ready to fire again.

Again I greatly appreciate any tips, suggestions, or contructive feedback.
-Waynaul

  • 76 Replies
TSL3_needed
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TSL3_needed
5,579 posts
Nomad

Overall the game has some potential (Yes, mine loaded 100% of the time). However, I might suggest putting on some damage thingys (I don't know much flash so whatever you call them) that allow the ship to be destroyed. Also, work on the reliability of the shooting cause mine sometimes doesn't shoot when I want it to and shoots when I don't want it to. Finally, add some movement. It seems to static to me. The ship movement seems to be doing fine and the walls are stopping the rounds. That's my feedback : ).

goumas13
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goumas13
4,752 posts
Grand Duke

The sounds are very good, the colors are great too. I think that the game has some potential.

miguelin11
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miguelin11
2,905 posts
Nomad

The songs are just annoying especially the paRt "youur listening to !@#$.net"

dudeguy45
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dudeguy45
2,917 posts
Peasant

I like it. Could have different types of enemies, throw some power-ups in there and you got yourself a game.

waynaul
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waynaul
73 posts
Nomad

Thank you all for the feedback. I haven't seen any posts about slowdown or freezes/crashes, so no news is good news in regard to that. I am already thinking of ways to add all of your suggestions to my game design.

-Waynaul

Green12324
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Green12324
4,097 posts
Peasant

That's a nice game. It did slow down a bit for me when I moved my pointer out of the screen though, and it would keep on moving sometimes after I released the keys and then move the pointer out of the screen. I like the music though. Maybe have some more enemies, and die or lose health if you touch the walls. Oh ya, when I start the game it says it's paused. Not a big deal, but just something small to fix.

PixelSmash
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PixelSmash
566 posts
Nomad

Hmm, from what I can see: no obvious bugs, crashes or unexpected behaviour, and no slowdown/freezes either. (Only thing was 'zOMG, that bomb is HUUGE!'

Crits/suggestions: Like Green said, it starts out paused. No problems there I suspect, I doubt it's that hard to switch that to some sort of a menu
Also, depending on the amount of enemies, you might want to reconsider using the mouse as toggle rather than as a trigger - pressing for firing, or pressing to toggle fire. If you're going to use an enormous amount of critters, you might want to keep it like this... and let the fragging commence! Otherwise, it'd be a bit unneccesary I think.
Wall hittest stuff is running smooth, though still a bit jagged - don't know how you could update that though, without increasing CPU load conciderably. It works, and that's the most important part!
As far as the music, my laptop speakers are off so I can't hear anything (I was amused to see the composer has the same last name as I have) but sound is very important in any game. It doesn't really matter that it increases loading time, as long as the payoff is good.
One tip though; while loading, have something more to look at... took me some time to load, and I felt somehow a bit stalled, I think. Can't really put it into words, but basically it feels like I was staring at a screen for no real apparent reason ^^;

Anyway, keep going, and keep it up! Looks nice already!

waynaul
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waynaul
73 posts
Nomad

Thanks, Green and PixelSmash. Yeah, the game starts in a paused state, which is my placeholder for a menu/title screen. I wanted to make sure the user clicks on the canvas to activate the program before trying to press movement or fire controls on an unactivated game.

I do hope to have swarms of enemies; it would really fit the tempo of the second song, though it will be a tricky balancing game to keep it from becoming too demanding on the CPU.

samdawghomie
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samdawghomie
3,550 posts
Peasant

The site is not working?

clipmaster3
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clipmaster3
104 posts
Nomad

Collisions between the character and the angled walls causes some laggy-jumpyness... I don't know if it's actual lag or just rapid screen movement. it seems like you have it programmed to do a kind of stair pattern left-up-left-up-etc thing, where you could probably work out some math and have it just move diagonally.

I don't know

waynaul
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waynaul
73 posts
Nomad

The site is not working?


Samdawg,
Looks like my original site is down again (is there a way to edit my original post to remove the link?)

Please use my second site instead: http://waynaul.webs.com/

Clipmaster,
Yeah, my wall collision is a bit rough. I've made some progress in smoothing it out, but I plan to go over my algorithm more thoroughly after I work on pathfinding and enemies.
Pois0nArr0w
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Pois0nArr0w
2,053 posts
Nomad

It has potential. I played it, and it wasn't really that entertaining, but that's cause it's in the early stages. Char. design reminded me of electrons, protons, stuff like that. The map of the game, once you get through to the narrow halls, is awfully repetitive, and, since I got bored before I got to the end, is there an end to the map?

the_manta
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the_manta
4,536 posts
Peasant

It really does have potential. It's a little unorthodox for a shoot-'em-up game, but I like the idea.

What's with the "W" at the very beginning, though?

waynaul
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waynaul
73 posts
Nomad

Pois0nArr0w,
Once I get the nuts and bolts of the program down, I plan to make the terrain more varied. I created two levels so far, and I just pasted the windy hallway several times as a test. My vision for the terrain is to have many different terrain "blocks" and be able to assemble them like Legos.

It looks like I messed up on the link again. Here it is:

http://waynaul.webs.com/

waynaul
offline
waynaul
73 posts
Nomad

Thanks, Manta. The triangle with the W is a placeholder graphic for my first enemy. I plan to replace it, but it will probably be something as abstract as the current graphic.

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