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Play Newest! [ Beta Five #5 ]

PASSWORD: DeviantArt
PASSWORD: DeviantArt
PASSWORD: DeviantArt
PASSWORD: DeviantArt
PASSWORD: DeviantArt
PASSWORD: DeviantArt
PASSWORD: DeviantArt

Our 2013.02.20 (MMMM.YY.DD) Beta of MakeChoice!
We still have a lot of work to do. But it's been a while since I released a beta.
So here it is!

If you like it, please comment!

If you hate it, please comment!

I need all the feedback I can get to make this better.

If you have a cool idea and you tell me, it just might make it into the game!

Also, if you really like this game, consider becoming an official tester on NewGrounds.com

PASSWORD: DeviantArt
PASSWORD: DeviantArt
PASSWORD: DeviantArt
PASSWORD: DeviantArt
PASSWORD: DeviantArt
PASSWORD: DeviantArt
PASSWORD: DeviantArt
Add a Comment:
 
:iconmakegameshappen:
MakeGamesHappen Featured By Owner Mar 1, 2014  Professional Digital Artist
We just put a new beta up!
Play Newest! [ Beta Five #5 ]
Reply
:iconxmilky-kunx:
xMilky-kunx Featured By Owner Feb 27, 2014  Hobbyist Digital Artist
This is a really fun game Amanda!! ^ - ^
Reply
:iconmakegameshappen:
MakeGamesHappen Featured By Owner Feb 27, 2014  Professional Digital Artist
Aww thank you~!
Blush 
Reply
:iconxmilky-kunx:
xMilky-kunx Featured By Owner Feb 27, 2014  Hobbyist Digital Artist
You're welcome! ^ - ^Bunny Emoji-38 (Cutie) [V2] 
Reply
:iconsonicmarge:
Sonicmarge Featured By Owner Feb 25, 2014  Student Filmographer
Not bad! Fun game but I think it needs a tutorial on what's bad and what not like enemies and stuff (I got confused while playing... Sweating a little... )
Reply
:iconmakegameshappen:
MakeGamesHappen Featured By Owner Feb 25, 2014  Professional Digital Artist
The game definitely throws way too much at you from the beginning. We will be working on correcting this and starting out the game
a little less intense. :) Thanks for the feedback!

-MakeGamesHappen
(-John Mark)
Reply
:iconsonicmarge:
Sonicmarge Featured By Owner Feb 25, 2014  Student Filmographer
No problem!
Reply
:icongodofwarlover:
godofwarlover Featured By Owner Feb 23, 2014
My review is that it was an alright game. I just had difficulty with the 4th or 5th level. :iconArtBenRGrau: sent this to me and it's an alright game
Reply
:iconmakegameshappen:
MakeGamesHappen Featured By Owner Feb 24, 2014  Professional Digital Artist
Sounds good. Hopefully with enough work we can take this from "alright" to "awesome" in your opinion.
We shall see what happens in the next few months.
Reply
:icongodofwarlover:
godofwarlover Featured By Owner Feb 24, 2014
Alright
Reply
:iconmakegameshappen:
MakeGamesHappen Featured By Owner Nov 2, 2014  Professional Digital Artist
We've made some changes. Next version after this will have some NPCs.
ATOMIC ALICE (Beta #10) by MakeGamesHappen
Reply
:iconwartomato:
wartomato Featured By Owner Feb 23, 2014
...It's pretty fun, for a beta.

Graphics: 8/10
First off, the game has that retro feel a lot of people (me included) love. Some would say that means the graphics are shitty, but actually, they're pretty well made, and stand out from any other "8 bit" game. Also, the glow effect is really good, although it causes a bit of lag for me. Actually, I would say it's the aspect that stands out the most from the graphics. Additionally, the amount of detail the world has is surprising.
On the other hand, everything is a bit small, and there's a lot of crap on the screen at the same time, so the game can become a bit confusing at times.

Gameplay: 9/10
You let players figure the controls out via gameplay. That's good, but if you want to prevent players from spending the first 5 minutes of the game just figuring them out, a tutorial level would be nice.
Anyway, the controls are really responsive (Except when that lighting effect causes it to lag. That's just my computer being shitty, though), and placing bombs with a particular button is pretty comfortable; not like other games that force you to "change items from your inventory", and kill the action. The only thing I don't like is the way the character moves; he feels a bit slippery at times.

Sound= 7/10
That music... It's the only track the game seems to have for now, right? It IS good (It reminds me of the Sega Megadrive's sound), but it's pretty short and, as I stated before, it's the only one, so it gets repetitive after a while. I can live with that because it is just a WIP, but stilll... If you actually WANT only one track in the game (Or maybe one track per mode), you should at least pick a catchier theme; you also could make the game change the track after, I don't know, 5 levels or so to prevent boredom.
The sound effects are fine, mostly because they fit with that "retro" feel the game has. (Except for that sound effect when the character lands on the ground; it's a bit loud in my opinion)

Level design= 7/10
It's a puzzle game, so I wan't expecting easy levels exactly. Your levels have a clever design as far as I've played; I normally try to rush through levels, but these force me to think before jumping in if I don't want to be blown up. Later levels become hard as hell, though. EXTREMELY hard. I know later levels should be harder than the early ones, but come on! This is supposed to be a puzzle game, not a game where you have to run like crazy and do pixel-perfect jumps before an obstacle blocks the finish! That kind of levels ruin the game's main concept, which is... of course, thinking before your actions.

Story= NONE
There's no story, but this is a WIP so I'm fine with that. You'll probably add one when the game is finished anyway.

Other stuff=

The level's names are just placeholders, right? Because, if they are still called "levelMap1", "levelMap2", and so when the game is finished I'll be a bit dissapointed.

There seems to be a bug with the main menu; whenever I'm playing and press "Quit" to go back to the menu, half of it is invisible. Not really bad, but I just thought I should tell you.

Also, just as Zerodius said, the bug where the game returns you to the main menu when dying on level 0 is a bit annoying.


Overall... Yeah, it's a pretty good concept, and it's well executed for now. I'm interested in seeing how this project is going to evolve.
Reply
:iconmakegameshappen:
MakeGamesHappen Featured By Owner Feb 23, 2014  Professional Digital Artist
I was at a party last night with a whole bunch of game developers, artists, and programmers...
We ran into the level 0 bug so much while play testing in person. Made me want to rage quit at the very beginning after a while.
We will be fixing it. But first on our list is lighting edits for clarity.

Honestly, you are being nice with the sound. I would personally give it a 1/10 at best.
We are expecting at least 10 quality tracks from our musician. :)

Lag:
I feel like most of the lag is actually being caused by the SFX.
However, the lighting is pretty intense as well. But there are a few things in place that make the lighting renderer halt if it takes up too much time in a fame.

If you have not done this before for me, try this and report back here with the results:

1. Find level that lags.
Play it in 4 different combinations:
1. Lighting System Active and SFX(Sound) active.
2. ONLY Lighting system active. SFX deactivated.
3. ONLY SFX active. Lighting de-activated.
4. BOTH SFX OFF and Lighting System de-activated.
Report your results on lag. :)

-MakeGamesHappen
(-John Mark)
Reply
:iconwartomato:
wartomato Featured By Owner Feb 25, 2014
Actually, I've tried it and seen it's just because of the Lighting System. SFX don't seem to have anything to do; having lighting activated almost always causes the game to lag whenever something explodes. That might just be my selectively shitty computer, though (It can run complex games like Skyrim on almost max graphics, but it can't run a complex flash game without lagging ._. ). If you have lag when playing too, it could actually be a problem in the game.
Reply
:iconmakegameshappen:
MakeGamesHappen Featured By Owner Feb 25, 2014  Professional Digital Artist
If it is the lighting system that causes things to lag, then I expect the lag would only occur when light fixtures are being shattered.
This is because shattering a light fixture causes lighting-map re-rendering.

The other possibility is that maybe there is something different about your GPU rendering and the changing of blend modes
when a bomb creates the full-screen flash. Is the culprit.

Is there any level full of lots of bombs that does not shatter any lights you could test it out on?
I feel like one of JoshicusLD's levels from the Default level set would be good to test this theory out on.

...... GOT IT!

Please get back to me with the same tests on:
LevelMap05 and LevelMap07 (From the Default Level Set)

They have no light fixtures to be broken in them. (But still keep the lighting system activated.)

If these levels lag, I will have to conclude that it is either a blend mode problem, or still possibly a SFX problem.
Either way, I plan on optimizing SFX because I personally have noticed SFX is what slows down my computer.

Anyways, thanks for the help!!!

-MakeGamesHappen
(-John Mark)
Reply
:iconwartomato:
wartomato Featured By Owner Feb 25, 2014
Oh, look. These levels aren't lagging for me today. On the other hand, everything seems to be having a bit less lag today. I don't know why; my computer is shitty when it wants to.
(Still, those levels are the ones that seem to run the smoothest)
Reply
:iconmakegameshappen:
MakeGamesHappen Featured By Owner Feb 26, 2014  Professional Digital Artist
I played it on a friend's computer today and it lagged horribly. But then even my relatively simple auto-tile spiral graph thingy also
lagged on her computer. Amanda's crappy desktop machine also lags on MakeChoice. However, Amanda's machine cannot handle any
games at all. In fact, it seems that bogged down desktop machines run flash worse than my 1.5 year old netbook.

-MakeGamesHappen
(-John Mark)
Reply
:iconartbennyrgrau:
ArtBennyRGrau Featured By Owner Feb 23, 2014  Hobbyist General Artist
BTW this is Imp-beast from newgrounds :D
Reply
:iconmakegameshappen:
MakeGamesHappen Featured By Owner Feb 23, 2014  Professional Digital Artist
Awesome thanks for mentioning!
Easier for me to keep a track of who is who, haha. c:

- Amanda
Reply
:iconartbennyrgrau:
ArtBennyRGrau Featured By Owner Feb 23, 2014  Hobbyist General Artist
oh and the sequel to the movie I linked ya to on NG is also in the site.
I really liked the live action more than the anime this time XD 

Reply
:iconmakegameshappen:
MakeGamesHappen Featured By Owner Feb 23, 2014  Professional Digital Artist
I need to check that out! I have been delaying getting back to reviews till I get this lighting fix in because I know half the emails in my inbox are going to mention lighting visibility issues. :)

-MakeGamesHappen
(-John Mark)
Reply
:iconartbennyrgrau:
ArtBennyRGrau Featured By Owner Feb 23, 2014  Hobbyist General Artist
true it does get a lil dark at times coupled with the screen size, though I thought that was part of the game's difficulty that you could barely see the dangerous blocks :) most levels are beatable so far. no bugs atm that I can see and I was explained that 
"G" was god mode / debug stuff which I didnt notice I just plunged into the game and figured out the controls and experimented with em :)
great game guys!
AND MAKE SURE MARKIPLIER CHECKS IT! good publicity!
and PEwdie if he gets roud to it
Reply
:iconmakegameshappen:
MakeGamesHappen Featured By Owner Feb 25, 2014  Professional Digital Artist
Soooo close to getting the lighting fixed!!!
Sorry if I am ignoring you on newgrounds. My inbox there is piling up
and I know half the reviews are going to mention "I can't see the skulls because of the lighting"
So I really want to fix this before I reply to everyone!

Glad to know it was a problem with God Mode.

-MakeGamesHappen
(-John Mark)
Reply
:iconartbennyrgrau:
ArtBennyRGrau Featured By Owner Feb 25, 2014  Hobbyist General Artist
I only hope explorer gives no sticky keys
it's always explorer for some reason. and this happens in tons of games on NG and kongregate
Reply
:iconmakegameshappen:
MakeGamesHappen Featured By Owner Feb 26, 2014  Professional Digital Artist
Like when you are playing the game... sticky keys are accidentally turned on?
How do sticky keys work again? I tried using them once when I was learning to type with one hand.
Shift key stays down until you press a letter or something?

-MakeGamesHappen
(-John Mark)
Reply
(1 Reply)
:iconartbennyrgrau:
ArtBennyRGrau Featured By Owner Feb 23, 2014  Hobbyist General Artist
first impressions, I like the fact you can plunge in.
It's very intuitive when it comes to moving around, doesn't hold your hand nor does it need to.
I played about 3 levels to get a feel for it, level 10 which led me to another level where a 90* brick falls tetris style
and I had to find the exit, then I figured out I could click the "D" button and the lil flare destroyed the boxes ( had killed myself in that regard before ) but thiis made things easier to clear the skull bricks and go on to the EXIT!
also I like teh fact it didnt lag, it loaded up fast, movement was smooth, no problem timing my jumps ( and I suck at platformers but being the masochist I am I play anyway)

I dunno if you guys have seen the live action japanese movie called GANTZ where players are cynically insulted
as they win or fail. I dig that! even if I died like 67 times in the three levels, it made me want to continue playing.
I like the retro graphics and particle effects too. if you worry about instructions here is my foreseeable predictions!

judging your basic newgrounder the main complainst would be something like this
"insert some random complaint about no info available cuz I like to have things digested for me" and
( sorry went off tangent but I see these a lot!) encourage the sense of gamesploring!

Sidenotes:
I also think youtuber Markiplier should take a look at this game, he has asked indie game developers to send him games to test or try out, and he is very likely ( if he likes it enough, or has an open schedule he might do a review which = more players more bonus fun for you guys, for love of the game or for profit etc it's always good imho butting in)

final impressions

graphics: i dig retro
replayability: 3.5 stars
OF COURSE! I don't let an AI talk to me that way and get away with it!
though I might veer off to another game hen return to it
music? in due time I am listening to the one in *cosmic clicks which blended with this game
game play:
arrows to move "d" to activate the explody powers "r"to restart very intuitive.
unlike the game I played by Luis about Pico where the jump button is the "S" and its next to the fire button,
it was coded for left handed people, I always like it when they let you choose the WASD or Arrow keys options
in this game I am pleased cuz I like arrow keys ( no danger of hitting shift etc )
Reply
:iconmakegameshappen:
MakeGamesHappen Featured By Owner Feb 23, 2014  Professional Digital Artist
Markiplier!!!! Yesss.
Lets try to get that re-playability up to 5/5 shall we?
I'd like to have something to keep my level designer busy after we ship the game and I start programming a new project.
AKA: There is the possibility JoshicusLD could continue to make new levels AFTER release while I work on programming up the
prototype for the next game. :) :) :)

-MakeGamesHappen
(-John Mark)
Reply
:iconartbennyrgrau:
ArtBennyRGrau Featured By Owner Feb 23, 2014  Hobbyist General Artist
awesome! I think my only issue atm was that the difficulty ranges from easy to hard to easy again
but again it could be my perception and happenstance on figuring out the levels. I did love the insults
dunno if you watch GANTZ or check out the manga ( warning manga has strong content )
the isults came in even if you won the fights cuz GANTS is mean XD.
I still liked the feel of the game and hope to see what you guys ad to it, if any lil storyline or added wittyness, lil rewards or upgrades or just the
p[leasure of grabbing medals is introduced. for me I can play all day XD
Reply
:iconmakegameshappen:
MakeGamesHappen Featured By Owner Feb 25, 2014  Professional Digital Artist
Level design has lots of work to do. Right now we don't want to restrict the creative process for level design.
So we are making whatever the hell we feel like. Once we are done making whatever the hell we feel like, we will
have to sort those levels into a finalized difficulty order.

Once our "fun to make" levels have been ordered from easiest to hard, with maybe a bit of "dithering the difficulty gradient".
We will then add "simple" intro levels that introduce you easily to each new bomb, tile, and whatever concept we need you to know.

In the end, when you die. It should be your fault. And we will let you know it's your fault. >:)

-MakeGamesHappen
(-John Mark)
Reply
:iconartbennyrgrau:
ArtBennyRGrau Featured By Owner Feb 25, 2014  Hobbyist General Artist
atm I don't think there is anything wrong with the levels though
just to hope there wasn't any misunderstanding. I lose a level, then a few hours or a day later I go back to 
defeat it etc. Each level is great. It was just my perception of which level was hardest etc.
I always start on default difficulty to get a feel for it I really don't like having games hold my hand, and had more fun finding out how it worked with out reading which is "just my Opinion" most people would simply complain about the instructions.
again, an easy level for me could be hard for another person vice versa. Level design is great no need to change
you "whatever the hell we feel like" levels. though my graphical complain with the skulls being minor, the links I sent were 
just on the text examples and menu. I sent the link to your friend in the mail cuz maybe I am confused as to who replies
you guys being a team. The controls are solid and the levels are genius. keeps you on your toes.
hopw ever is I get insulted though I win maybe it 's just me but it would be funny like you cant please the game XD
but again it's just me XD if it doesnt get a first place then NG has no taste
Reply
:iconmakegameshappen:
MakeGamesHappen Featured By Owner Feb 26, 2014  Professional Digital Artist
Well, right now I mainly reply to stuff on NG if you send to MakeGamesHappen.NewGrounds.com
However, like I said, putting that off until the lighting fix is in the game. :)
My other team members should respond to you if you message them. However, expect no more than
once a week from them. I told them I didn't want them to get overly distracted with email because I know it
can take a long time to reply to everything.

-MakeGamesHappen
(-John Mark)
Reply
:iconartbennyrgrau:
ArtBennyRGrau Featured By Owner Feb 26, 2014  Hobbyist General Artist
well keep us all posted cuz I am a fan of your game
and please PLEASE , you guys try to get Markiplier to check your indie work out
it will be a massive boost to you guys, he loves these games and it could be one of ghis rage quit vids
but srsly I loved playing it so much. It doesnt need medals or bells n whistles, the play mechanic is solid
I mean you can add all teh bells n whistles and like I mentioned once, 
Have you played HYptosis's games? he usually does point and clicks which I love BUT his coding is horrible
he has thsi thing where if you got a wacom tablet on it might crahs the driver, because of the 
mouseover/ and mouse hide code, it lags. and this is a game killer, again I got a light weight computer
and yoru game is running like yummyness. 
Reply
:iconmakegameshappen:
MakeGamesHappen Featured By Owner Mar 2, 2014  Professional Digital Artist
We definitely want this to happen with Markiplier!
But... We are not ready just yet. :)

-MakeGamesHappen
(-John Mark)
Reply
(1 Reply)
:iconzerodius:
Zerodius Featured By Owner Feb 21, 2014
Here is my review:

I've tried out your game, starting it up on the Default setting.


I'll go with the positives first, so you know what you're doing right and can keep doing it. The game's after-glow effects on things is very neat and give the game a very surreal feel that I feel is positive as it help make your game distinctive from the usual retro game and thus, make it eye-catching. I also find the idea of a keyboard + mouse simultaneously Bomberman/platformer game to be an original and potentially very fun idea.


Gameplay-wise, this makes the game very fluid. The controls are not immediately intuitive ; you pondered the use of signs and I approve of them versus a tutorial ; tutorials tend to be used as excuses for a steep difficulty curve usually. It's much better to introduce mechanics via gameplay. So you get a positive for this idea.


Now for the negatives, for which there is plenty. I will stress that so far, your idea has much potential and the engine appear solid so you're doing well. Likewise, the game is obviously a WIP so there's many things I won't fault you on (like the lack of the signs you planned for or the lack of a plot).


Graphics-wise, the game suffer from being a bit busy and confusing. Maybe it's the small size of objects or simply bad art but it's quite difficult to tell what is what ; the main character is a bit too perfectly blocky, making him look more like a glowing yellow block than an actual character. Although the mines you're meant to destroy are easily visible, the mines you're not meant to touch are dark blue on black, making them very difficult to see and thus, avoid.

I enjoyed some of the details you included, such as the breakable lamps ; small details such as these and furniture/misc items can help make your game world feel more 'genuine' and less like random collections of challenges. It also give a crunchier, more satisfying effect to the act of blowing up stuff.


Audio-wise, the sound effects are pretty good but the music loop is very repetitive, very short, and apparently the only music track, which means it become annoying very quickly. I recommend you have a different music track for the menus and if you're not going to have more than one music track for the game proper, I recommend you pick a long, varied, and if possible catchy (though you could pick a moody/atmospheric one if you want a less arcade-ish feel) one. The players will be hearing this for potentially hours on end so make sure the music track is slow to annoy.


The level design on the first few levels I played seemed to be pretty clever, with an emphasis on thinking before leaping but on keeping going once you do move. I feel it's the right feel for this game ; don't rush ahead but when you do move, move swiftly. The controls do have a bit of a perceived drift to them so keep that into account for later levels ; later stages should be hard through complexity of solutions, not pixel-perfect jumps (though I think that having foes and even bosses could be interesting too ; did not make it far enough to run into foes yet).


The game's restart option is bugged on level 1. Given this is a Bomberman-style game and blowing yourself up as your first action is very likely, it is jarring to be booted back to the main menu if you die on the first level. I'd recommend fixing this.


Likewise, the main menu, although it has an original layout, is not immediately intuitive. The red color of the default difficulty setting does help though. The main problem with the menu lies in the text box's font ; although it looks fancy, I feel it's not exactly super easy to read and could drive off many players (or motivate them to skim the text). Likewise, it is not immediately obvious that the text box can be scrolled or whenever or not you reached its end.

Given I can see the text box being useful for both story bits and/or stage descriptions and hints, I feel you should pick a more easily readable font and make it more obvious that you can scroll the text box.


Stage names are mostly just 'default 1, default 2, default 3' so far but I assume those are placeholder names.


So, overall, I think you're progressing very nicely. I love the afterglow effects and the surreal graphical style. The controls also seem to work pretty well and your gameplay concept is original and well-done. Mostly, what you need to do is fine-tune your game a bit, streamline the menus and early levels, and vary/change the music.

Reply
:iconmakegameshappen:
MakeGamesHappen Featured By Owner Feb 21, 2014  Professional Digital Artist
Thanks for posting your review. I will be sharing this with my musician. Hopefully when he gets more tracks finished we can get more positive feedback on the music.

Perhaps if you have time later, go through his albums and let me know which songs of his feel like they could fit this game?
I am in need of giving him more direction to work with. Though we know the style is H.R. Giger and metroid.... We are not totally focused
on the mood yet. :/
tylerwoods.bandcamp.com

-MakeGamesHappen
(-John Mark)
Reply
:iconwanderingshadow1774:
wanderingshadow1774 Featured By Owner Feb 20, 2014

BETA TEST REVIEW

Normally i'm not a big fan of these sort of games, but i really enjoyed this. it was a fun game to run around in while at the same time avoiding the explosions, it made it an interesting juggle. probably one of my favourite features, which was refreshing to find in this genre of game, was that in some cases there were multiple ways to get to the exit (i.e. a small hole you could try fitting through or just another path) level 23 was a good example of jump or fall but still get to the exit. i think the art style is a nice choice for this sort of blend of inspirations. coupled with the music and the colour, it sets a nice retro feel. another part i enjoyed was how the explosions interacted and modified the environment, instead of just stopping at the wall. overall, i thought the affects (like the splatter or hitting the skulls to make them smile) were right at home here.

That said, i noticed some things that could be modified. first off, i didn't quite notice all the debugs and found myself accidentally clicking and making bombs which i used a few to get through the level when i was stuck. i did go back later to actually play the level. but i thought that having the ability to place a few bombs in the level (like max 3-5?) made getting to the exit a bit more interesting and could pay more homage to bomberman and allow you to "makechoice" in the level :P another thing i encountered was that some later levels, like 17, were quite easy or it was just a light show (it all explodes and then you just jump up to the exit). perhaps you could make some of the platforms crumble after you've stepped on them to give it a bit more of a challenge. i thought the fuses with the external switches added a good incentive to race through it (kept me going), and it was a really creative way to execute them.

Overall, i really enjoyed this; it was a good length too. it's already pretty polished and that made it easier to review. i liked seeing the proximity of the explosions, it helped guided my movement better. still, probably my favourite feature is how much everything can interact with the environment to allow multiple approaches to the levels. if i were to rate it now i would probably give it a 5/5 because i really liked the creative approaches to the levels that all had very unique features within the game's framework. kudos!

Reply
:iconmakegameshappen:
MakeGamesHappen Featured By Owner Feb 20, 2014  Professional Digital Artist
Thanks for posting this review!
The switches were actually an afterthought. This game was supposed to be a survival horror side-scroller with a destructable-world element. And it turned into a chain reaction minigame.

What happened was, I found forcing players to touch proximity bombs to blow open walls was a bit slow paced.
Which worked for the horror game I was trying to make.
But when I changed this into a mini-game, I needed a way to make it faster paced.
So I implemented the [Fire Pistons / Ignition Buttons / Pressure Plates].

Fire Piston is my favorite term so far for the switches. :)

-MakeGamesHappen
(-John Mark)
Reply
:icongogo-ghosty:
GoGo-Ghosty Featured By Owner Feb 20, 2014  Student General Artist
I really like this! It's simple, yet really fun!
Reply
:iconmakegameshappen:
MakeGamesHappen Featured By Owner Feb 20, 2014  Professional Digital Artist
Yeah. I wanted to make a game like bomberman but more chain reaction based.
After I started working on it people told me the game was a lot like
"EscapeGoat" and "Spelunky". So I decided to keep my controls simple to set myself apart from those games. :)

Any recommendations for things you would like to see in the game?
As the game is not finished yet. :)

-MakeGamesHappen
(-John Mark)
Reply
:icongogo-ghosty:
GoGo-Ghosty Featured By Owner Feb 21, 2014  Student General Artist
I haven't really played this game that much, so I don't have a real critique yet. The only thing I could recommend right now is to have more variation in the background music.

If I notice something else while playing, I'll be sure to let you know : )
Reply
:iconmakegameshappen:
MakeGamesHappen Featured By Owner Feb 21, 2014  Professional Digital Artist
This is our musician's profile page.
We want at least 10 full songs from him in exchange for a 20% cut of the profits.
If you have time, please visit his page and tell me which of his current tracks you think best fit the game.
This will help me narrow down the musical direction and mood.

The better I narrow this down, the better instructions I can give Tyler.
The better instructions I give Tyler, the better music I get. :)

Tyler Wood's BandCamp.com Profile

-MakeGamesHappen
(-John Mark)
Reply
:icongogo-ghosty:
GoGo-Ghosty Featured By Owner Feb 26, 2014  Student General Artist
Sorry it took me a while to reply to this!

I listened to a most of his songs while playing the game. Here are songs I feel fit it best:

The ABSOLUTE best songs are "Flatfoot" and "Press Any Key to Boot Awesome" from the album "Beeps Bringer". They have an sassy or cheeky feel to them- like the game does.

The title song from"Beep Boops" and "Dreams" from "Tag: Power of Paint" fit pretty well too. They have a quirky upbeat rhythm, and are pretty relaxing to play to.

"Beep Boops For Dinner" and "Sebastian, the Inflatable Flailing Arm Man" (both from "Beeps Bringer" ) work too, I'm just not as thrilled about them. I just personally think they'd get annoying to play to after a while.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~♥

Oh! I also found a few things while playing.

I seem to be able to create a practically infinite number of explosives in each level. Because of this, it feels like I was able to cheat my way through a lot of levels (especially default lvl 11 and 16)
In any case, it makes some levels far too easy to beat.
However, I think it's a really cool feature!
So I would limit the number of explosives the player can create per level. You could also possibly add extra things the players can try to get that would "level up" the max number of explosives they could create
Like a coin that would add one extra bomb after you collect a certain amount. (just an idea)

Also, default lvl 14 appears to be glitched. The explosion sound was looping and I couldn't move the character at all when I entered it.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~♥

I really like this game, though. The more I mess around with it, the more fun it becomes : )
Keep up the great work!
Reply
:iconmakegameshappen:
MakeGamesHappen Featured By Owner Feb 27, 2014  Professional Digital Artist
Could you get me a youtube video of Level 14? Sounds like a serious issue I ran into with my artist when I gave him the new version.
I have no clue what is wrong and need as much help as possible to fix it.

I have forwarded your musical critique to Tyler Woods via our private facebook group for our development team.
He will probably read it within the next 2 hours.

Setting bombs is just something I wanted to try out for how fun it is.
I think setting bombs will be a "final power" collected near the end of the game.
Since it is far too overpowered.

Then when you beat the game, you can play the beginning levels with all of the powers you collected on your first play through.

-MakeGamesHappen
(-John Mark)
Reply
:icongogo-ghosty:
GoGo-Ghosty Featured By Owner Feb 27, 2014  Student General Artist
Here's a video I captured (sorry if the quality is too low)
www.youtube.com/watch?v=XSxIGK…

I could actually move this time, and I could beat the level as if nothing was wrong.

 The bomb feature is a decent final power. However, if you do that, I would suggest having bonus stages unlock after you beat the game as well. These stages could be designed specifically to account for the added bomb power. Like I said, the bomb power makes the beginning stages too easy. So, giving the player a new feature like that without adding harder puzzles, or some additional challenge would make the game have little replay value. (it would just be boring)

And ok. (to the music thing)
Reply
:iconmakegameshappen:
MakeGamesHappen Featured By Owner Feb 28, 2014  Professional Digital Artist
Watching your video I think I know what the problem is:
1. Looping Explosion:
I hackishly programmed this. It is doing what it should be doing, but its... Annoying and appears glitchy.

2. Not being able to move at start of level:
I think there is a focus problem I need to fix. You can click on the game
to get it to work again... But why it is losing focus while you are playing I am not sure.

-MakeGamesHappen
(-John Mark)
Reply
:iconlunathefoxforever:
lunathefoxforever Featured By Owner Feb 20, 2014   Traditional Artist
lol I dont know that passwrold why lol.
Reply
:iconmakegameshappen:
MakeGamesHappen Featured By Owner Feb 20, 2014  Professional Digital Artist
The password is to prevent the beta from going viral on web portals.
Hence why their is a password lock, the the password is given in the comments.
Reply
:iconlunathefoxforever:
lunathefoxforever Featured By Owner Feb 20, 2014   Traditional Artist
lolol hahahah thats funny that was the joke lol. ohhh man lol.
Reply
:iconmakegameshappen:
MakeGamesHappen Featured By Owner Feb 20, 2014  Professional Digital Artist
I am glad it is a joke. You had me scared there for a moment!
Reply
:iconnagi-as:
nagi-as Featured By Owner Feb 20, 2014  Professional Digital Artist
very nicely done. I like how you are avoiding hand holding. good work.
Reply
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