Comments on: allcakeisgone: Heavy & Bouncy https://github.blairmacintyre.me/site-archive/cs4455f13/2013/09/13/allcakeisgone-heavy-bouncy/ Video Game Design and Architecture Mon, 16 Sep 2013 18:31:19 +0000 hourly 1 https://wordpress.org/?v=5.2.2 By: aatrox54345 https://github.blairmacintyre.me/site-archive/cs4455f13/2013/09/13/allcakeisgone-heavy-bouncy/#comment-242 Mon, 16 Sep 2013 18:31:19 +0000 https://github.blairmacintyre.me/site-archive/cs4455f13/?p=669#comment-242 It is very obvious that you put a lot of attention to minor details in your project. The game is very polished, the jump/move/idle animations are smooth and look great, and I really liked the creative use of a single avatar that flips upside down to create the 2 different feels. The transition between them was smooth and the particle (dust) effect when you land as the heavy avatar was very cool and went well with the chrome theme of your background and avatar. That being said I was unable to navigate the platforms as either avatar, the heavy one could not even jump that high and the bouncy one did not have enough control or there was not enough room to make a double/triple bounce to the first platform. This made me wonder why they are even there, but even so I still enjoyed just jumping around on the ground and switching between the avatars.

Overall this game had the most polish I have seen from any project and actually looked like something I might see as a facebook game if the mechanics were flushed out a little more. Well done!

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By: fl11630 McVGDev https://github.blairmacintyre.me/site-archive/cs4455f13/2013/09/13/allcakeisgone-heavy-bouncy/#comment-170 Mon, 16 Sep 2013 06:13:03 +0000 https://github.blairmacintyre.me/site-archive/cs4455f13/?p=669#comment-170 The 2.5D look worked well here, especially since you’ve gone to the trouble of lining up the edges just right with the game’s camera. Looks good. The notion of combining the two game feels into opposite sides, as others have commented, is also pretty nifty, and the particles are a nice touch.

As little possible tweaks, I was a little surprised that the heavy side can chain jumps by holding the jump key, and in certain situations seems to bounce when it crashes into the ground. These of course make very clear sense though for the bouncy side. The importance of chaining bounces as the bouncy side to reach the platforms is well tuned for getting me as the player to experiment with the mechanic to really get to know it. I was a little unsure how to control the jump height in heavy mode – sometimes it seemed to easily jump high enough to reach the bottom platform, while other times it seemed far short of it, and I couldn’t quote figure out what the connection was to run speed or key hold duration (maybe could just be minor inconsistency in whether the character is partially underground when trying to jump, a little implementation bug that I think maybe affected a number of us, not biggie for a feel prototype though!).

The wiggling leg animations read nicely though, for both heavy and bouncy side. While on the bouncy side it looks a little like it’s dancing, which is definitely appealing. The choice of background color also fits well – good contrast with the foreground grays, and pleasing without being distracting. I like the engine and bouncing sounds too. Most excellent.

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By: Suraj Saripalli https://github.blairmacintyre.me/site-archive/cs4455f13/2013/09/13/allcakeisgone-heavy-bouncy/#comment-168 Mon, 16 Sep 2013 05:54:47 +0000 https://github.blairmacintyre.me/site-archive/cs4455f13/?p=669#comment-168 I really like the way you have the same model for two different avatars and both being really good. The sound of the avatars really adds to the experience. The game is well polished.
I felt the motion of bouncy was a little hard to control and needs a bit of tweaks.
Movement control in the air would be a really good edition.

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By: Vander Onasi https://github.blairmacintyre.me/site-archive/cs4455f13/2013/09/13/allcakeisgone-heavy-bouncy/#comment-141 Mon, 16 Sep 2013 03:53:11 +0000 https://github.blairmacintyre.me/site-archive/cs4455f13/?p=669#comment-141 Your avatar is by far the most stylish in my humble opinion. Love him. I seem to get stuck on the wall a lot while playing, maybe check on the collision. Bouncing is super fun, and the sound effects are cute. The interaction controls make sense. Maybe add a background image and/or some textures to improve the game. I like the particles and sounds.

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By: marquisaurelius https://github.blairmacintyre.me/site-archive/cs4455f13/2013/09/13/allcakeisgone-heavy-bouncy/#comment-107 Sun, 15 Sep 2013 22:24:26 +0000 https://github.blairmacintyre.me/site-archive/cs4455f13/?p=669#comment-107 This game has great polish. The animations and the left-right movement of both characters is wonderful, especially the light character. Unfortunately, there’s not much in the mechanics to set them apart.
At first I wasn’t sure which one was supposed to be heavy and which was light because the bouncy one’s initial jump is shorter than the heavy’s. There also need to be a weight difference between the two for one to feel heavier, but both fall at the same rate.

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By: Cameron Smith https://github.blairmacintyre.me/site-archive/cs4455f13/2013/09/13/allcakeisgone-heavy-bouncy/#comment-104 Sun, 15 Sep 2013 22:04:20 +0000 https://github.blairmacintyre.me/site-archive/cs4455f13/?p=669#comment-104 The visuals and how you incorporated both feelings into a single character is very very well done! The polish is great with the sound effects and the motion of the legs when you are in bouncy mode and the particle effects upon landing. The motion of the bouncy mode is a little bit hard to control and the collisions with the wall are extremely awkward. However with a little bit of work this idea could turn into an excellent extremely fun game. Great job

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By: sikori17 https://github.blairmacintyre.me/site-archive/cs4455f13/2013/09/13/allcakeisgone-heavy-bouncy/#comment-53 Sat, 14 Sep 2013 22:32:21 +0000 https://github.blairmacintyre.me/site-archive/cs4455f13/?p=669#comment-53 So, first of all, I love both of your character variations. The motions of the box/legs and orb in combination make both of them feel really alive. It also makes each of their movements feel much more distinct. The sound effects are also awesome, and reflect the skating-like feel of the first character and the more rigid, robotic feel of the second. The switch between them is slick as well.

Now, for their individual feels. The light guy’s speed and hopping mechanic make him feel very energetic. It’s really pleasing to wind back-and-forth with him, in great part due to his quick but perceptible turn. He could be improved by adding a bounce-back against walls and by giving some lateral movement control while in the air. At the moment it’s difficult to platform with him since you must be moving side to side before you jump.

The heavy guy’s slow pacing on the ground is perfect. His boost is a bit limited (I couldn’t effectively platform), but the landing sound effect gives a nice sense of weight. The particles help the machine aesthetic by making him feel dirty. Just like with the light character, lateral movement control while in the air would make him feel much more responsive and connected.

Both of your characters are fun to play with and have unique personalities, so great job!

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