by skydereign » Sat Oct 10, 2009 9:01 pm
This is extremely impressive. I like the feel of the controls and I can see the game getting really intense, not to mention the cool drum sound effects. The collision system relatively bug free but I did notice some things. This may be a bit long, but I wanted to get everything. Most of it was caused by me abusing the keydown events, by clicking really fast.
Not sure if this one really matters, but since you can move at high speed downwards, you can actually partially pass through the ground. Now that part is okay, but if you are near water, so bottom of the screen, it will flash red as if you are in water. I presume this is because you made the water actor xinfinite. I don't think this is really a problem, but maybe you do. Going along with that, you can cause an immediate spin when you bounce downwards if you passed into the ground. You have to be moving of course but it is still there. This spin allows you to sink below the ground until you can no longer be seen, but then you pop back up, so it is not much of a problem. It does make me wonder how you did the collisions but I guess that is top secret.
This one might be considered a bug, I don't know, but if you fall into the water, right at the edge, when you blow up, your body will fall through the seem. It only happens with the right edge of the water, as you their is no seem on the left, and it is hard to get at that point without bouncing. I just found another, also having to do with the death in the water. I managed to be rolling in the water and I died as I bounced off the right wall. This caused my remains to go flying to the left, and ended up passing through the wall into oblivion, or maybe if their is part of a level there, like there is below.
You can end up dying without the explosion noise, I think it depends on your velocity upon death, or maybe position. If the remains are not on the screen I almost never hear the explosion, but I did not quantify this. This one doesn't hold much bearing either.
Not sure how you would change this, but when scaling the wall, it feels kind of repetitive. Maybe if you added a height boost when colliding with the wall it would go by faster, and seem less like banging your head over and over, but I guess the robot is really strong. This is probably because you accelerate extremely fast. Another way around it is not having really high walls.
I am not sure how you did your animation control, but I think it might have to do with this next one. I am sometimes able to prevent gravity from taking effect by rapidly pressing down the spin. I have to get moving, but sometimes it will not make you fly downward when in the air in spin, like it normally does if you hold it. This might be due to the way you take the input from key down. While doing this I flash as the stand animation, or maybe running, but have the spin animation most of the time. Also if it helps, the spin sound is going over and over, due to the rapid pressing of down. Once I did this and bounced off the wall and I was able to fly almost to the ceiling before falling, I was moving back and forth. This could be due me pressing the jump key, I am not sure. If their is a state or states governing gravity, that result would make sense, as gravity is not decreasing the jump velocity.
That is all that I found after a pretty thorough investigation. There could be more similar anomalies but I don't think so. The sound/music is really nice, it got me thinking of making another game.
Also, I like the graphic style. The pixelness of it goes will with the robot and Tecweed facility. It is also a nice contrast to the higher quality music, which theme wise also fits the style of game really well. My only question would be, all other game mechanics are automated? I guess it would be pretty cool, and allow you to concentrate on fast paced movements, but I think giving at least partial control of weapons would make the game more enjoyable. Then again, that was just my view from playing in that little part of your game. Maybe when we get to see some real game play the weapons and other would be less necessary. If this does go on the iphone, will you increase the text size of the sign or will that not be completely legible, as it is kind of small? Oh, and thanks for putting up a Linux version.
Last edited by
skydereign on Sun Oct 11, 2009 8:29 am, edited 1 time in total.