Game idea - with video - feedback please.
CannonFodder
Member Posts: 230
Hi Everyone,
I have a game demo which I made for the PC, but never finished. I am toying with the idea of developing it for the iphone, as I think its well suited to the platform.
I have a video here of it running. It is 4.00 minutes into the video (only video footage I have of it, sorry.)
Description:
Colourful Disposition is a puzzle/platform game in which the player has to collect disks to progress through a number of set levels. There are five different characters the players can transform into, each with their own unique attributes.
Each level challenges the player into finding a way to use the five characters to overcome obstacles and to open the exit portal to the next level.
I would love to here what you guys think of if and if you can see any problem I might run into if I was to develop it with gamesalad (I myself cant see any).
Thanks,
Simon
I have a game demo which I made for the PC, but never finished. I am toying with the idea of developing it for the iphone, as I think its well suited to the platform.
I have a video here of it running. It is 4.00 minutes into the video (only video footage I have of it, sorry.)
Description:
Colourful Disposition is a puzzle/platform game in which the player has to collect disks to progress through a number of set levels. There are five different characters the players can transform into, each with their own unique attributes.
Each level challenges the player into finding a way to use the five characters to overcome obstacles and to open the exit portal to the next level.
I would love to here what you guys think of if and if you can see any problem I might run into if I was to develop it with gamesalad (I myself cant see any).
Thanks,
Simon
Comments
Do you have a youtube link?
I think its perfect for GS
Takes advantage of thinking and gameplay rather than killer graphics and a green ogre in a car
Seriously though, it looks like a great idea. Something a little different at least, which I personally always applaud!
Nice one
QS.
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Here are a few screen shots as its a little squashed in the video lol.
http://yfrog.com/jdnewcolourd3p
http://yfrog.com/jqnewcolourd2p
http://yfrog.com/0enewcolourd5p
@QS I have seen on previous posts you are a bit of a fan of retro gaming (me too). 3.21 seconds into the video is my old games logo its a bit of a homage to my favourite Spectrum game, can you guess what it is .
Please tell me you're coming to the meet on Saturday. I have something to show you that will make your ****ing day - kinda
And no, it's not puppies.
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Am gutted, I cant make it on sat am working
Am really intrigued to what this “something” is though, if it was not my three month probation on the 1st of may, I would of phoned in sick lol.
Each character/colour has a unique ability:
Red: Double Jump
Blue: Duck
Green: move quickly
Yellow: Climb ladders
Purple: float on water
Along with colour coded doors, transporters, floor panels ect.
Also something I forgot to mention is there is a set amount of times the player can change character, this is dictated by each level.
This should make the game quite tricky and hopefully require the player to really take their time and think through each possible outcome before moving.
I decided to have no time limit on the levels as a though a change limit would be a sufficient challenge.
As in, it makes you feel like a genius when you work it out
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Limited number of "character changes", also a great idea. In strategy games of this sort, I think those kind of restrictions really take it up a notch, in player interaction and consideration of each movement, almost as if playing chess.
Overall timed level? I would find that very annoying, so I'm glad you decided against it. Personally, I have never been fond of timed anything in strategy games (as in a clock counting down toward failure or something). Clocks belong in racing games and such, where the entire point is to race against the clock, against another player, etc. At least that's my two cents on the issue.
Also I fully agree with you, having a timer in strategy games is a bad idea, it just leads to Frustration.
Hey, it's an extra mode and will double the player experience just by adding a timer!
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Also like you say, it's an simple way off adding an extra mode. The level design would need to be altered but it should change the whole feel of the game :-)
I'm obsessed with time (hence my avatar!) and find that doing something against the clock is pretty compelling to most people. Always trying to beat the best time, or get a good score within a certain time - awesome stuff.
I'm thinking Zoo Keeper's timed mode. While the main game was pretty good, having just 6 mins in time mode was just soooo addictive.
So it's just an idea, but one that fits into most games pretty easily
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
@Chaster, sorry about that, I will look in it playing around with the title screen, to make it more easy on the eyes lol.
I think I spoke too soon... I think that a timer counting up would be a nice new challenge, even to people like myself who aren't so fond of timers! Then, even in a strategy game, the player could challenge himself/herself to complete the level in a new best time, and even compare their own personal best with friends. I think it's the notion of a time-bomb-like device that has never appealed to me... "2 minutes 35 seconds to failure!" or something similar; then the player is racing against the clock, not racing against their own personal best time. A subtle difference perhaps, but that's my feeling on the matter.
In either case, I like the idea of LazyPixel including a timer as a possible option, but not necessarily mandatory for all players in all levels. Maybe a "challenge setting" could be applied after the player completes each level: you've completed it, now see how fast you can complete it! I might consider this in my own game(s) at some point.
The goal being to race through a combination of previously completed levels, in the shortish time. The levels would be conjoined and lead straight on from each other. With the change restrictions disabled, each level could be approached in a fresh way, that was not possible before. With the emphasise now being on speed not strategic plaining, it would give the game an extra dimension in game-play and make QS very happy :-)
This mode would also have much more replay valve (beating the fastest time) than first mode.