Submission Review: Exentriks Gaming
Initial reaction upon seeing game for first time: - Animated splash screen and music was nice to see. The sooner you wow a player, the more forgiveness they'll award you throughout the rest of your game. UI/Interface: - Need to clean up some of the interface, timing, and event driven aspects. A number of the screens were flickering as-if winset calls were getting called multiple times. Game Graphics - Pretty good. While simple, the look and feel works really well. Level of Intuitiveness? - First level was confusing, Wasn't sure what to do. - Movement through black was challenging especially since you couldn't tell where you've been. - Getting through small spaces was difficult and frustrating because you can't tell where you "really" are. Fun & Entertaining? - Has great potential to be something people really enjoy with a little more game play/creativity and a little more polish. Something New? - Yes. The experience was new to me. Bugs? - Mouse clicks took a while to take effect or the UI events are a little off kilter. - Some sort of timing glitches seen throughout UI transitions where things flicker. - Missing text because of timing glitch. - Got stuck. Made it through a small space in one direction but couldn't get back through it. Some sort of odd two tile movement thing. Technical Problems? - No menu system to restart or perhaps reset my position in case I get stuck or lost. - Had to completely restart the game just because I got stuck on one level which can be detrimental to the games success. Outside BYOND Potential? - Yes. There is a great deal of appeal and I think it has a decent shot if the game play evolves more. Recommendations: - Get rid of question marks and make them something mystical so it’s a natural part of the game. - Show progress counts somewhere such as 2 of 3 because I couldn't tell where I was at. - No need to click if you make an event of uncovering one such as a sound effect with counter. - Don’t make the object so hard to find. Within one space should be fine vs walk over. - Uncover stars in the darkness so we can see where we've been. Could make smaller portions of levels that don't uncover fog of war so you still have some parts be more challenging. - Don’t make clickable items partially transparent or use mouse_opacity=2 because I had trouble clicking a couple things.. - Provide a way to get back to the main menu from the "The End" screen. On Click. |
Submission Review: Yut Puts
Initial reaction upon seeing game for first time: - Scratchy music about blew me out of my chair but it got better. It started out with a splash screen and music which was nice. UI/Interface: - Decent. Using new UI elements. - Buggy keyboard issues with a number of keyboard event errors showing up in the chat screen. There's a chance that I messed with forum_accounts keyboard library though so I'm not dinging it for that. Game Graphics - Good enough. Nothing overly impressive but lots of objects to look at and mess with. The style choices for the zombies was good. Pretty sure I've seen that style elsewhere though. Level of Intuitiveness? - No real goal outside of getting a high score so I ended up wandering around aimlessly trying to find a way out of the "maze" which I never found. - The controls were difficult to master so failing to kill zombies was frustrating at times. Killing them in some directions was easier than others because of which fingers you had available for actions when moving at the same time. - Controls were a little confusing and difficult to learn and remember. - Killing zombies and jumping on their heads worked pretty well and was easy enough. - Hitting them with thrown objects wasn't so easy. Fun & Entertaining? - I wasn't very entertained by the concept of killing zombies with random items but I suspect other people could be entertained by such things. - Something New? - Killing zombies with random stuff as the primary goal is kinda new. Killing zombies, not so much. Bugs? - I had Keyboard issues. - Had some start/restarting issues where the map/game didn't generate anything but placed the character in the middle of nothing. Technical Problems? - While the basic criteria of a maze was met, this entry almost got disqualified for not being a maze game because there was no exit and effectively no pathways outside of doorways to other rooms. A random collection of rooms comes pretty dang close to not being a maze. In the end, I decided that I had enough indecision to drop the matter. Outside BYOND Potential? - It certainly has some. Has to find something special like humor, fun goals, multi-player, badges, actual levels growing in difficulty, a story, quests, and perhaps an ending. - Recommendations: - If players earned badges for every kill type, that might get the player to really buy-in for the long haul. If you didn't tell people all the kill types and awarded high scores based on number of unique kills people would spend hours trying to find one more obscure combo kill to take top spot. Updates could include new kills allowing for players to earn top spot over and over. - Adding different mode types would increase play time. + Rescue trapped mall people. + Quests to get map cop weapons + pvp + Multiplayer + Various levels that correspond to a story-line that takes you through the mall. Summary: - Could have taken top spot in this contest if it had a stronger maze component to it. |
Submission Review: Jittai - Life
Initial reaction upon seeing game for first time: - Uhg. Ok, here we go. UI/Interface: - Nothing fancy. No splash screen. Game Graphics - Not great although starting graphics were entertaining. Level of Intuitiveness? - At first, I was confused about what was going on and was dreading what might happen next but then it suddenly became all too obvious what the goal was and so the game began. Fun & Entertaining? - At first it was disturbing and then it was kinda funny, and then it got kinda dumb as the game play worked itself out. - Only one level with limited game play. - It would certainly be more entertaining to friends and to people who don't have to judge it. Something New? - Perhaps. Bugs? - Forum_Account keyboard spew Technical Problems? Outside BYOND Potential? - Not a whole lot. Educational opportunities do exist. Recommendations: Could actually be done in a number of fun ways such as: + Multiplayer races. + Powerups + more humor. + Imagine an explosion of "NPC's" where you have to figure out which one you are and compete with all the rest. That would take it up a couple notches in terms of entertainment. + Pick some DNA which determines your battle strengths in multi-player. + swim fast (two tails), teeth, eye sight distance, and etc. + What if there were monsters (germs and white blood cells) to avoid. + What if birth control was a pill that went around killing sperm. Slightly faster than player on straight away but slow around corners. + Shorten up the entro a bit. + Consider starting the love song right off the bat so people know there is some humor involved. + If it's multi-player, consider calling that out so people know. The potential for fun is what turned my opinion around on this game at the end. |
In no particular order, these are some quick summaries for the entries which didn't make the top 3.
- Darksponge911 with Maze2 This style of maze game was what I expected to see a lot of because BYOND lends itself so well to it but this was the only traditional static maze game entered. Anyway, the game play and graphics were pretty basic but it had a number of levels and challenges that were unique to each level. I found myself a little annoyed with the traps vs feeling challenged. I dreaded the thought of having to fall into a pit multiple times before being able to reach the exit and ended up giving up. In the end, the winning entries beat it out because they were a little more creative although just barely in one case. If this is one of your first games, you've done a great job and will surely go on to do great things. - Fugsnarf with Bit 0 A great concept and while I was very curious when I first started out, I quickly grew impatient with the challenge. I broke out the quadrule and began dotting the map out. When that didn't go quickly enough, I started cheating. When I ran out of cheats and patience on the last level, I called it quits. I actually dozed off for a second while I was playing. I wish I could have scored the game higher for creativity but the game play which was a rather repetitive experience just killed my overall impression. If it had add some other element such as lightning or flashing monsters that clue you in to various puzzle aspects, that might help. I certainly applaud the concept though. Prf X's with Maze For starters, it crashes Dream Seeker when left idle. Might have something to do with the failing winset call that can't find the control after about 300 ticks or so. Just let the game sit idle for a while to see it crash. As for the game play, it's pretty confusing. To win, you have to enter the exit circle which is one square away from the start so all you have to do is push the up arrow to win the round. Is that a bug? I tried running around the maze and was just befuddled about what the objective was. I think the game has some potential if the kinks are worked out and it was less confusing. |
Bit 0-
Graphics: A+ And shouldn't Yut's game be disqualified since it is not a maze and has nothing to do with mazes? |
Yut Put wrote:
- If you didn't tell people all the kill types and awarded high scores based on number of unique kills people would spend hours trying to find one more obscure combo kill to take top spot. Updates could include new kills allowing for players to earn top spot over and over. Just an idea in terms of badges. Points is hard to tell what is worth what but unique kill count is kinda fun to watch go up. Just an idea as are all my comments. + Multiplayer Is it? Nothing obvious in the game suggests there is a multiplayer aspect so I hadn't considered it. If it were hosted, I'm sure it would be more obvious. What happens when a player dies when their screen goes black? Do they get to watch the other player at all? Anyway, the game play doesn't seem to change all that much except the mad dash to score as many points as you can before the other players do which is fun. Bugs? Alright. I guess the feedback is that there is very little direction provided to the player so players might wander around aimlessly and without purpose before giving up. Perhaps a zombie count down counter would help? -Pretty sure I've seen that style elsewhere though. Oh. The sideways profile just looked really familiar. Wasn't meaning to suggest a ripoff but perhaps it was influenced by something. My wording suggests otherwise and I apologize for that. They look good regardless. - Controls were a little confusing and difficult to learn and remember. One idea for that is to consider a mini-story that tells the player they are quarantined inside the mall as the only survivor(s) until all zombies are killed. Optionally provide a timer before the mall is incinerated. Anyway, you've got a great thing going and like I said, I'm just noting some observations and experiences. |
In response to Fugsnarf
|
|
Fugsnarf wrote:
Bit 0- While playing I got lost and disoriented and it complies with the stated rules. Debatable or not, I'm not screwing with it. He did have an exit that wasn't obvious which helps the cause. |
And I don't mean to be down heartening, it's wonderful that events like these can happen from the good will of the community but, I really feel like you would of gotten a much better turnout if the design choice wasn't so limited, but also abstract. Like, that's the worst way of describing it, but it's also accurate.
|
In response to Rushnut
|
|
Rushnut wrote:
What happened to the maze D4RK3 was making?! That thing looked incredible. :( Something happened and he said fuck it, essentially. But he's still working on it. It's being developed quite nicely. |
In response to Rushnut
|
|
Rushnut wrote:
What happened to the maze D4RK3 was making?! That thing looked incredible. :( Poor time management and the confusion about the deadline. I ended up throwing in the towel several days before the deadline because I simply didn't think I had enough time to make the game playable (according to my initial designs). I'm still working on it though. I'd like to see it to completion. You can download the current build here. |
Haven't played the Exentriks , game but yut i highly doubt its better than yut puts considering i played yut put's game for hours and im still playing it and i hosted it for a bit for me and some friends. but hey was your contest. Jittai game is funny/fun as hell XD
|
In response to LILMESSI18
|
|
LILMESSI18 wrote:
Haven't played the Exentriks , game but yut i highly doubt its better than yut puts considering i played yut put's game for hours and im still playing it and i hosted it for a bit for me and some friends. but hey was your contest. Jittai game is funny/fun as hell XD It's not about how "fun" Yut Put's game is, his game just isn't mazey enough. |
Its perfectly maze enough its just not a conventional A-B maze, there is something to do in it.
|
In response to LILMESSI18
|
|
Well no, the concept behind a maze is for it to be somewhere to get lost, or to have many obstacles to overcome within winding areas.
Yut Put's game is just big rooms with small corridoors between them. |
Didn't see that at all
saw a maze with enemy's trying to kill you, so you couldn't just sit around and do thing and if you messed up and went the wrong way you couldn't go back, seems he got to creative and people don't get it :/ |
I'm being persecuted for the lack of bits. This is bitism I tell you! You just don't understand my genius!!
Congrats to the winners.