Yeah, me again, with another infinite runner game.
I gave this to a friend to test, and he complained about the controls being clunky and unresponsive but they seem fine on my computer, so I wanted to get some more opinions.
The response is fine, but i don’t get used to the idea of running all the time without any control but jump, strafe, and the super 90º turn (I know, it is the idea).
I like the environment =)
Controls are fine to me. The 90 degree turns were awkward to me, needs some sort of indication that the player needs to act on the turn (i figured for the first few plays that it would do it automatically). The moving doors seem like they animate on a Lerp, which is awkward to time. It jumps back and forth rather than having a consistent timing. Pretty fun game though, I got 107.
-New HUD. Does it move around too much? → not for me
-Added framerate counter. Does it run alright for everyone? → yes for me
-Gave corners blue lights. → what about a shinny arrow?.. could be very useful to anticipate the corner
I’m sill having some troubles to control my handicapped runner
What about make some changes?.. for example, you could use A and D to strafe left and right, and SHIFT+A and SHIFT+B to turn left and right (or S instead SHIFT).
Of course, it is only a suggestion.
I really like the concept! The controls were also an issue for me. Did you consider maybe mapping the controls so they feel like a common FPS (mouse to turn); or maybe just simplify them by removing the 90 degree turns and adding something else like a slide? Anyway, Keep it up!
For me, the counter just showed “FPS”: I didn’t see a framerate. I didn’t think the HUD jumped around too much, but I wasn’t sure I really liked the amount of up/down motion as you run. And, I can’t make it around one of the 90-degree turns to save my life.
Could the turns be made a bit more gradual? 45-70 deg instead of right angles?
Update:
-Music
-Arrows on corners
-Turn indicator
-Pause menu
-Credits
-Updated tutorial
Yeah, was a favorite for a long time, and an inspiration to make these kinds of games. Come to think of it, my game is perhaps a bit too similar. Thanks mate!
This is only like Mirror’s Edge in the sense that it’s a FPS, where you move. The lighting’s not the same, the setting’s not the same, the play-mechanics aren’t the same, there aren’t even textures on these walls (look closely at Mirror’s Edge, it’s not just blank monochrome texture-less blocks), I don’t even see any obscure influence.
Whomever mentioned Temple Run was closer, but even then it’s not the same, except it’s an endless runner with 90-degree turns. Unfortunately for this game, the 90-degree turns work a lot better in Temple Run than here. Of course, this is a prototype, so that can all be fixed.
I like this kind of games really much These are really good time wasters. Increasing speed and new obstacles makes your heart beat faster and excite you even more!
BUT There is stereotype problems for this genre; This genre has a common pattern as looping gameplay. When you fail, you must start from the very begining. Thus your game will suffer serious amount “play desire” reduction because running speed resets for begining value also due to repeating enviroment and/or obstacles excitement of player runs out really fast. Players going to think like “Ok, Im pretty satisfied with this score.” soon and quit playing game.
You can overcome these by adding level system for your game which means new obstacles to overcome, maybe an aim for every level or end of game by doing so you will create curiousity in players heart. Maybe checkpoints for every X amount of meter so we dont need to reset our speed to minimum, maybe different kinds of enviroment like icy,sticky floor or invert controls for duration, maybe some power ups or permanent upgrades. Some of these features will increase your gameplay for sure :)))
IMO you are programmer more than a graphic designer like me right? Here some problems you can tweak in an instant.
1-) Give more strafe sensivity for percision. when you press strafe buttons slower to faster movement bothers me
2-) Generate random instantiate values for obstacle creation distance. Make unpredictably appearing objects.
3-) That up and down moving stick is true TROLL for your game if its creation timing is right you will doomed either way. Adding a floor slide movement control for S button solves it big time.
I really like this game. The controls take a bit of getting used to, and even then, I still sometimes make a slip of hitting the wrong key. Great work!