Hello all, been playing around with unity for a little while now and typically I move from project to project trying new thing and don’t finish up my games. But I decided to finally follow through on a single game and share it with you all to se
e what you think of my first fully complete game. It’s called Testa Orbis and is a ball rolling arcade/puzzle game, and personally I’m quite happy with it but would like your opinions that could help me make better games in the future.
So here is the link and I hope you all enjoy it. Testa Orbis
It’s a marble game. Looks decent, feels as I’d expect. I would make the first level quite a bit shorter. I didn’t have the patience to finish it, but I wanted to see more. Are there powerups or special tiles with effects later on?
First off, thanks for checking it out. And believe it or not that first level was originally longer and I decided to edit it a bit to make it not quite as lengthy. Perhaps I didn’t edit it enough, I’ve played all 30 levels so many times and can nearly do them in my sleep so that would be an easy thing for me to miss. And yes there are “powerups” I guess, the first 5 levels introduce a different platform type. 1st lvl just regular platform, 2nd is bounce platforms, 3 is steam vent, 4 speed boosters and 5 is moving platforms. Then the remaining levels are various combinations of them all in hopefully increasing difficulty.
I got to the second level before getting bored. It’s not bad. Pretty well polished. The music could loop better. I agree with ayrik, the first level is too long. I think the first 5 or so level should be quick to introduce all the concepts so the levels you spend time on are more interesting.
I would suggest more than just the first level. With a game like this, I think you should introduce all your different concepts quickly to draw players in. Show the complexity as soon as possible so people don’t get the impression that it’s just rolling the ball to collect shards.
Perhaps as opposed to making the player restart the entire level when they fall off the edge - which is inevitable whilst getting used to the controls - have a scoring system that has death as a penalty. I didn’t finish the first level as having to start again is huge turn-off - sorry. But having that penalty imposed would entice me to continue to finish the level, get some kind of score/rating, then maybe come back and try it again later. But at least I;d be able to move on to the next level and see what’s next.
The others are right, but I think length of the level is due to the difficulty than the physical size. Think about it - you have to move slowly and cautiously not to fall off the ledge. A level of this difficulty shouldn’t be used as the first level. Don’t go and edit it; redesign it. By all means, use that level later, but use something very simple, almost generic, to have as a first level.
Like the others said, try to put in some exciting stuff early. Not sure what you have in later, but think of some pinball style things, like slides and flippers.
The game plays really well, but because of the first level and my short attention span, quick to get frustrated attitude and because I get bored from having to start things over for making small mistakes, you lost a potential player. I’d love to play again if you do make some changes.
A good game, but you have some level-design issues that need you to grab a pen and paper and draw like crazy! The challenge and intensity is great, but its too much too early because of the punishment. Once you pick up speed, it’s good fun but the ground is too thin to go crazy on it.