I would like to ask you that if you have some time, play my game that I posted theses days. I want to know what you think about it. Please hit us with a reply on our post!
/t/963772/give-your-feedback-to-a-whacky-co-op-experience-availab...
I would like to ask you that if you have some time, play my game that I posted theses days. I want to know what you think about it. Please hit us with a reply on our post!
/t/963772/give-your-feedback-to-a-whacky-co-op-experience-availab...
I am glad I could help.
I like the idea to save a friend getting through the obstacles and puzzles.
You can focus on this ideia. Get "this" to save "that". It is a good loop and then you just can play around with it, when creating your levels.
Here are some videos that I think maybe will help you in this journey of game design:
The path of violence or peaceful, depends what message you want to tell.
Your enemies are cute, they are smiling, they are rounded, they do not look like they are bad. Example, Goomba from Mario universe, they look cute, but they have eyebrows in "V" and sharp teeth, that turn they some kind of bad guy or make us fill that way. Do you understand? Is the shape of the things that also tell stories. That is why I thought "maybe the developer does not want us to kill them", but you give us points to do that. Put something to turn them into bad guys.
The "Star-Attack" also depends how you want your players play your game. If you want that they have a limited resource to choose wisely when to use or smash the button to kill them all.
Mario when he is on Fire form, only two fireballs may be thrown at once. If you want the resource to be infinite, that is an example. If the stars are finite, maintain showing it in the HUD, if they are infinite, you do not need to show how many stars you have.
See, it is complicated. You can choose a bunch of things. The thing that I recommend is try to make the things consistent.
How your game runs on a cellphone, people play in a short period of time. So make it simple. The average of people who plays in their phones, does not play to think about the meaning of life or what is good or bad. On mobile, put something fun with a short core loop and ads between the game overs hahahahaha.
Just keep practicing and keep it simple.
The game is beautiful. The thing i think it is not good are the star attack. How it does not reappears in the level, i end up not using too much the stars, because i do not know whats coming in the next. I also tried the path with no violence, because occurred to me that maybe the conceptual idea is to offer the option with no violence and the stars is meant to gain more points and not to use as a weapon.
I also think when you get hit, you should not restart at the beginning of the stage.
Hello there.
I feel that everything seems timed. As far as i could see, the enemies projectile always travels in the same velocity and they never stop so i can kill then in safety. Or if the ideia is really this one, give more control on the ship, because it is more slower than the projectiles. The way is it right now, is frustrating.
And add screen shake, put impact in the actions. Make the people feel when i shoot and explosions happens.
Me and my friend worked for the last couple of years on this Starfox meets QWOP project, where you drive a plane through flapping wings, with the intent that two players share the control to play: each one controlling a wing.

Now we have uploaded a small DEMO, and if you play with someone else, or even singleplayer, please hit us with any feedback on whether it is fun or not.
We are also available to test any projects you guys send our way, so hit us with a reply or DM anytime!
The art is lovely, all of the retro fantasy through the interfaces are awesome.
In aspects of game design there are a few things that might break the fun, like the long waiting between stages and the spyke in speed/difficulty , but having no bullets while the monsters tear the TV apart from full health can be frustrating. Perhaps a simple reload time after that can help!
Good work overall, nice project!
I think they have a lot of buttons.
Perhaps it would be better if you kept control of the vines on the mouse, control of the caterpillar on the keyboard.
This would make it easier to understand the controls.
Configuration example: Select the vines at the click of the mouse and with the mouse scroll, grow and shrink the vines.
Do not dedicate a button to turn the caterpillar, but already include the action in the "A" and "D" keys themselves.
I recommend Donald Norman's book, The Design of Everyday Things.
Congratulations for the game.