This is a prototype for a new game. Being a prototype it is not at all polished (temporary art, code held together with spit, etc.) and very likely to break in places. If it does break, please let me know.

Please add any feedback in the comments below
What I'm looking for...
  • Positive or Negative feedback. Especially negative!; if it's bad I need to know.
  • Did you understand what you had to do?
  • Performance: Is it slow or jumpy?
  • Is if "fun"?
  • Or at least interesting?


R - reset level
N - skip a level
M - main menu
L - level select

8 Comments
Comment by: X2, 17 Nov 2012 17:05
There's no collision detection on the walls.

The cloudy stuff is a bit annoying.

Comment by: X2, 17 Nov 2012 17:25
It's a bit annoying. The red guys move too fast. It's hard to avoid them before you die.

I couldn't work out what the yellow gems and lights were for although they seem to be somehow connected.

I achieved most of the goals by jumping over the walls and cheating! Although that seemed to be less easy to do later on. I'm assuming it's not supposed to be possible at all?!

Comment by: Owen, 18 Nov 2012 17:11
Was it running a bit laggy? I suppose that might break the collision checks. Although there is an edge case where pushing on another object can push you through a wall. I haven't seen that complaint yet from others from the albeit limited feedback so far. So any info would help to try and track that down. But then I suppose I should have actually read something on collision before charging ahead and building from scratch... four times.

Most of the enemies move fast once they've locked on to you, as once you see them it should already be too late (except for the ones with their own light source, they only go for you if they see you within their lights not yours. This might not be entirely intuitive given they all share the same debug graphics). You want to avoid enemies altogether, the red highlighting and hearts beats should warn you when you are getting too close.

The yellow dots are light triggers which, typically, unlock doors. The are two types that use the same yellow dot (which again could be confusing). The first you encounter simply wants to be illuminated by a light, the other wants to have light transferred to it. Of course if you could walk through locked doors... :/

Comment by: X2, 18 Nov 2012 23:08
Probably was a bit laggy. I was playing on my netbook. I found the best way of jumping the wall was to take a bit of a run at it.

I think you need to explain the light triggers a bit better within the game itself as I couldn't work out how it was supposed to work.

The Fog of War was a bit close for my liking. I like to strategise the route I'm going to take but I found I was getting killed before I had a chance to uncover all the options.

I liked the enemies with the spot lights. That felt like a puzzle I could solve rather than it being a case of "if you go this route, you will die, so find a different way".

Comment by: Owen, 19 Nov 2012 18:21
Okay, so I can replicate passing through the collision vectors by making it run at a limited framerate. So I'll be banging away at that for a while to fix it.

Comment by: Owen, 19 Dec 2012 19:27
New version uploaded.
  • Fixed most collision issues due to low frame-rate
  • If collision still fails, object moved to a safe point if exiting room without entering another.
  • A few little graphical tweaks to help make things clearer.
  • Added extra tutorial sub-level to teach transferring light much earlier.

Comment by: X2, 27 Dec 2012 22:45
Wall collision now appears to be working. I haven't managed to jump any yet.

Graphics tweaks look good.

The light transfer still took me a little while to understand but I got there eventually!

Found a bug whereby I would get caught by the red guys but not die. Not sure why it happened but seemed to be related to me standing still at the time (that maybe a red herring though).

Comment by: Owen, 30 Dec 2012 18:34
Thanks. I think I know what that bug should be.



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