what does Sup Forums think of the game i made.
Its a kids game to teach them about the water cycle so i figured u guys would enjoy it
what does Sup Forums think of the game i made.
Its a kids game to teach them about the water cycle so i figured u guys would enjoy it
Add in a half way checkpoint and the ability to continue on later levels. If the player is as impatient as me then dying will make them rush and die again.
story is shit, needs more excitement
U just called me a kid?
add lootboxes
This is awful
This is amazing
Couldn't get past the first level
ty 4 feedback, im writing this down
yes
no its the best
ty
some cheats for u if ur stuck
c = next level
e = toggle enemies
l = extra life
p = +1 coin
>design a game for kids
>OP adds in cheat codes because he knows Sup Forums would struggle with it
Give the player a bit more space to get used to how the air currents affect you before throwing in death traps
some other people said the same thing but i was thinking instead to add a tutorial level where players would recognise that the air current will slow them down from the tutorial
It's okay. Here are some things you could work on.
Jumping doesn't feel good. It's too slow and the bounce when you land doesn't serve any purpose either.
If you die, the camera tweens back to the starting position. Instantly. Add a death animation or a fade out to black to fade in effect to make it less jarring and confusing.
Add a mute button (for the love of god).
Pick a control type and stick to it. The game is played with the keyboard apparently, but I have to use the mouse to skip the textboxes between levels. That's... not very smart. Imagine any other game doing this. Imagine playing Mario and between every level you have to pick up the NES light gun and shoot once at the screen before picking the controller back up again.
Add a preloader. I was already in the first level before the player character spawned, probably because it wasn't loaded yet.
How am i supposed to get this coin?
Always take a Megaman-style approach when introducing new mechanics.
Let the player experience them for the first time in a safe environment, then introduce any additional aspects in the next instance, and add an element of danger in instances after that.
That way, your player knows what to expect when they reach the danger and avoids "wow how the fuck was I supposed to know" failures.
thanks alot for the feedback, i like the idea of a death animation i could definitly add that, the mute button is on the list, same with the space bar instead of clicking
what do u mean by a preloader. I dont understand what u mean by u was in the first level before the character spawned
>playing kid games
what a manchild lmao
mid air jump
Literally this. Show but don't tell user-kun and good luck mobile port when?
By preloader I mean that you should load all assets of the first level before giving the player control.
You know, a loading screen.
Essentially the game started and I could see the first level, but the player character was missing and I couldn't do shit. I noticed the tab was still loading, waited a sec until it finished and tada the character appeared.
Maybe it isn't noticeable on a fast connections, but my internet sucks.
yeh thats a good idea, ill defo do a tutorial showcasing all the mechanics
Unironically pretty good
I think in Level 2, you need to show people how the jet streams work in a safe area instead of immediately throwing them under the Thwomps immediately. Do what says.
The stream level underwater physics also suck. The jump is too low to do anything.
Water cycle game has some high level movement.
ohh i understand now, yeh its probably due to the connection speed, mines pretty fast i never saw that before
What's the rule with the levels? Why does the game sometimes go to the water stream and sometimes to the ice level?
If you're using Chrome for your development, there's a way to test against different network speeds.
F12 -> 3 Dots Menu -> Settings -> Throttling
thanks, still need to make proper sprites for the last levels but i appriciate that. I also noticed u can only jump on a 1 block high from underwater and its pretty fustrating so ill probably change the gravity on that or something
its to showcase in the real world that the water cycle can go down different paths. When the water is up in the clouds its probably gonna rain but theres a small chance that if its cold enough, it will snow which is what ive done (25% chance)
I also visioned when kids were playing it they would get the rain level and 1 kid would get the snow level and the rest of them would be like holy fuck howd u get on that level! or something
oh thanks i never knew you could simulate that, i really should of
The jump sound somehow lowers my system audio, in addition to being an incredibly annoying sound.
This is the dark souls of educational platforming games.
>its to showcase in the real world that the water cycle can go down different paths. When the water is up in the clouds its probably gonna rain but theres a small chance that if its cold enough, it will snow which is what ive done (25% chance)
I really like this idea. But you should visualize it. As a suggestion, between levels show a branching path to the next level with some visuals next to it (like I don't know, santa claus == it's cold => snow level)
The one problem I see with that idea is that the player has no control over what stages he gets to see in a playthrough. Compare that to Metal Slug 3 or Star Fox approach, where you also have branching paths, but those are unlocked with conditions.
What's the framerate? It feels awful on my 100Hz monitor.
Drop the archaic lives system, even Nintendo realised it's stupid.
Looks good, but too slow and jumping feels awful. I agree with the megaman tutorial formula.
yeh thats a good idea, i was thinking of putting something like "Wow its snowing! thats rare!" or something instead of just "snow level" what it is at the moment.
If the player gets the rain path they do get to choose between the water stream level or the transportation level by going left or right but i mean in real life it cant be helped if its gonna snow or rain.
Maybe i could do it on a timer, if the player reaches the end of level 2 while its still cold they can go on the ice level or something like that
framerate is 60fps
Could you increase this to whatever Hz the monitor is running on, or even add a cheat code to change it?
do you know specificly why it feels awful? too slow? not enough height? etc
sure i could add a button to raise and lower the fps
im phoneposting so cant play it at the moment, but i would recommend allowing the player to do something to manipulate temperatures to make it colder instead of leaving it to chance. make it something they can discover for themselves. for example maybe theres a secret area higher up to simulate going up above the treeline on a mountain where it often snows year-round, or they manipulate the level with certain switches that turn the axis of the earth to be farther from the sun (this could be done with background art or something.) really cool idea op, i want to get into games development to do things like this, i think games are really under-utilized as learning tools.
thanks thats something to think about, theres alot of ways i could implment that.
Yeh, this is just a university project so kids wont really be playing it but i agree, helped me when i was a kid
Is hard to express, maybe is just matter of perception, maybe giving it a walk cycle animation something that reflects movement.
But I think the the water drop should be 1.2x faster.
Another idea maybe display a gauge with the parameters that t uses to calculate the state of the drop (e.g. rain, snow, etc)
Not him, but it doesn't feel like jumping, it feels like floating. There's a lack of weight. Try experimenting with different ascension and declension speeds.
What happens if you get all of the coins?
oh ok i think i know, in that case i think i can just change the velocity and it will drop faster and i can experiement with that, thanks
if u get all the coins and dont die at all, when u finish the last level it will show 100% completion
2% per life, 2% per coin, 0.5% per level completed
please, please edit the sound
Ive just tried it on mobile it works nicely, for this 2 things:
1. Use manifest.json to make static landscape
2. Make an outline of the buttons when mobile
defo gonna add a mute button lol
oh sweet i didnt even test it on a mobile, just added the touch controls
i think its 25/50/25 for where u can touch for the corresponding controls, an outline would be a good idea
Protip, Chrome also lets you simulate mobile devices.
Just in general, look at Chrome's (or i suppose Chromiums) Web Dev Tools. They have a lot to offer and I use that shit every day at work.
yeh i did do the toggle device thing to simulate a touch device but i wasnt sure about if it would lag or if it would go landscape or multitouch would work or anything. Im glad it works nicely tho, thanks for that
Rule 34 of that water droplet when
Hey it's alright. Really basic but pretty fun.
What a complete mess. The character is not memorable in any way and there is pretty much no effort put into the story, you as a player cannot relate to the protagonist at all and I couldn't care less when he finally got to precipitate. The hitboxes are all over the place, the sound effects sound like aids in waveform and are out of sync. The ai is laughable at best and enemies seem to be placed with no rhyme or reason. There is no extra content, no replay value and it lacks basics features as saving, binding keys or even a FoV slider. 2/10 would not play again
...
I really recommend using manifest.json so you can lock the screen in landscape (remember the phone lightsensor). Also the screen can fit better for mobile maybe using a media query
thanks ill write that down