Comments on: Lion’s P2 https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/21/lions-p2/ Video Game Design and Architecture Fri, 24 Oct 2014 12:52:28 +0000 hourly 1 https://wordpress.org/?v=5.2.2 By: skro https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/21/lions-p2/comment-page-1/#comment-667 Fri, 24 Oct 2014 12:52:28 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=2014#comment-667 Love the music and over all feel. I also love the speed and particularly the boost, it feels very powerful. My main complaint is the difficulty, it can be very tough to go from one platform to the other. Either making the tracks wider or adding some auto assistance to the jumping would greatly improve the controls without making things too easy I think, as the player would still have to avoid the obstacles.

I like the character design but at the same time it just doesn’t quite fit the feel. The characters wide and round shape somehow clashes with his speediness. Maybe make him more sleek.

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By: hedgehog https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/21/lions-p2/comment-page-1/#comment-658 Fri, 24 Oct 2014 12:10:37 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=2014#comment-658 I like the idea of an endless runner being implemented with 3 tracks. This makes the game easier to play without completely simplifying the challenge. The feel is quite good as it starts slow but quickly accelerates. The boost in particular felt very powerful. Small things like the jump animation fit the long distance of the jump. The subtle lighting up of the ground also make me feel like I’m speeding through a race track.

Some things I would change are some difficulty things, as the game is quite difficult to play. The b button for boost is a bit hard to press while using wasd keys, possibly different button would be better. Also, turning seems a bit slow and feels too cumbersome. This makes switching lanes incredibly difficult.

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By: squarehelius https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/21/lions-p2/comment-page-1/#comment-652 Fri, 24 Oct 2014 09:35:03 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=2014#comment-652 This game is really awesome. Although the idea is pretty simple, but such endless running game would really absorb people’s time. The implement of the game definitely shows all of the feel you wanted. I do have several suggestions to it a better game. In terms of the game design, it would be great if you can pick up different things like a shield to protect you from the obstacles. And the track could be a little bit wider to make it easier or to make the control more precise. Currently, it’s a little bit hard to land on the tracks if you jump from other track. And though the ‘B’ button reflects the boost idea, it would be better to be near WASD because it’s hard for player to use it far away from the keys (WASD) the player must use. But all of these are just some enhancement. The game is pretty good already.

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By: masterchief https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/21/lions-p2/comment-page-1/#comment-630 Fri, 24 Oct 2014 07:13:01 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=2014#comment-630 The best part of this game was the level design. Most other prototypes have a very simple play area but you’ve clearly expanded on that as the level goes on for quite a while and has unique positions of enemies as you go. The feel is solid and fun, though I did find it rather difficult to get used to. If the jump was a bit higher / loftier, it might be easier and more fun to play through. But really cool over all.

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By: patches https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/21/lions-p2/comment-page-1/#comment-533 Fri, 24 Oct 2014 03:48:54 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=2014#comment-533 Oh, one last thing I wanted to point out. I think that the placement of the Boost key could have been a little better. That might just be me though. I did kind of play the game with my right hand still on the mouse, even though there wasn’t any mouse control to the game. B seems a little weird.

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By: patches https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/21/lions-p2/comment-page-1/#comment-532 Fri, 24 Oct 2014 03:45:48 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=2014#comment-532 This game reminds me a lot of another game, AudioSurf. I don’t know if you’ve played it but the core mechanics are basically the same.

It has a really gratifying feel to it, and because of it, I found myself playing it multiple times just to try getting further. You feel a good sense of accomplishment when you dodge away from the spiked balls. There’s also a good level of difficulty in controlling the character that makes it hard but not difficult. I enjoyed moments where I’d just barely making a jump that it didn’t look like you were going to make.

The track is also extremely well done. The paths themselves are decently spaced to allow you to always be able to make it, but there’s still a level of anticipation to know when to switch. I love the boost mechanic and how well it fits in with the track, but I feel as though the occasional pick up for an extra boost wasn’t enough. Maybe adding a score system with more pick-ups that just act as a score booster would make help the risk-factor.

Overall, the concept is really well done, and I’d love to see where this goes if you plan on continuing with it.

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By: stonewall https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/21/lions-p2/comment-page-1/#comment-423 Thu, 23 Oct 2014 18:15:19 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=2014#comment-423 Very cool game.

I really like how sleek the acceleration feels. The speed ramps up just enough for a added thrill without adding too much challenge too quickly. I found myself playing through this course several times trying all the different paths at top boost speed.

Your play area is setup up fairly. The tracks offer the player a sense of agency and the obstacles are placed strategically enough to make me switch up paths without seems like there’s a “correct” way to go. I like the spike ball design of the objects too, although the hitbox is a bit off sometimes. I find I can skate by several of them just by staying on the edge of a path.

The movement feels fluid even when boosting. The jump is a bit difficult to master. I found myself missing jumps that would have worked on a normal arc only to be thwarted by the gravity kicking in abruptly. It’s necessarily a con, as it adds an area for player improvement.

Overall, it works great as a game feel prototype. It shows off the concept while staying bite-size.

Debug note: I think your pickups might not be resetting properly. I can’t seem to pick them up again after respawn.

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