@alex1st1
The game looks nice in the original post. And I like the music too.
The particles look nice.
If you want, maybe you could make them glow, a tiny bit.
From watching the stage, the mountains in the far off background, seem to be in a snowy misty, yet foggy area. If you want to distinguish the background from the foreground a bit better, put in some tiny V shaped birds, slowly flying around in the background, to give the illusion that there is a far off mountaneous area.
Also, put in a few rocks and probably, a few critters running behind the palm trees.
Looks good, but in any game i have played, anytime a ship or character gets a power-up or objective, theres a reaction (glow, burst particle effect, etc.), and thats whats lacking, it gives the player a sense of accomplishment…
I agree with a glow or indication of the power up. I would also add some sort of animation with the enemies. Some sort of eye movement, add a mouth and have it move, arms something. Right now they just look kind of bland.
I think the taking damage particles will work better if the ship + camera also shakes. Maybe a image effect over the screen as well.
It should be impossible not to notice that you are taking damage. That is one of the most important considerations while playing the game so you don’t want it to go unnoticed.
About the look in general, I think it’s fun and bright but personally I’d limit the color palate a bit. That’s probably just personal taste but I just don’t like too many colors, especially if they are clashing. Feel like it’s hard to focus.
The enemy design is a little weird to me - I can’t figure out what exactly they are. I do like the shapes and simple design I think that totally works but maybe there is a way to make it more readable what exactly they are.
for ‘Be more forgiving on collision’ my intention was to create ‘almost dead’ dialogue similar to attached - do you have any good looking examples of that to follow?
I think the particles around the power-ups make them look like hazards. Especially since it looks like the enemies are emitting same-looking particles. I might go for a different effect.
OK, I’m just gonna be honest with you. The whole thing needs a complete rework.
It’s floaty, unintuitive, confusing, and boring.
I have no idea what’s going on, and I’m struggling to care.
you’ve got these lightning bolts that are shooting things and making no noise.
It’s slow, and then has this acceleration that is jarring and dizzying.
There’s absolutely no juice in the game at all.
all of these particle affects you have a rainbow colored puffs.
Those jet streams are completely impossible to read in terms of gameplay, and because your ship has no feedback on it like flashing or a wobble animation, I wouldn’t even though you’re being affected by them.
just had a glance I have absolutely no idea how this game works. That’s bad.
And above all else, that background music you have playing that drowns put everything and sounds like spa music.
The fact that you programmed all this shows a lot of promise, but this execution… it’s not great.
Please don’t take that as discouragement. I think you’ll do better next time around. Also try watching some videos on game design.
you have a UFO That is overheating and you need to shoot… Those things? So that it will stay cool, all the while the saucer is ping-ponging up and down without the players control, and they can tap another button to thrust forward?
did I get that right?
I sincerely don’t know.
Here’s what I would suggest, scrap the dashing for thing all together and randomly ping-pong it up and down. Instead just do flappy bird controls, or something similar where are you use one button for movement.
then make another button for shooting.
and make some kind of better indication about the temperature.
why would the smoke change colors, rather than just not tweak the particles to make more smoke?
What’s going on: you control the UFO to collect lifesaving capsules left from spaceship crash. On your way you meet monsters and obstacles, blue monsters\obstacles make your UFO colder, red - hotter, 4 steps starting from green trail - and you are dead.
regarding flappy mechanics:
the game already has 3 modes, flappy is one of those - see game trailer in 3rd post in this thread.
for this (Firy) mode flappy mechanics to y opinion is overkill as a player will not cope with controlling UFO’s altitude and shooting at the same time.
Hi!
What do you think about upgraded particle effects and other visuals?
And I need your advice how to do vertical/horisontal (flat) force field to look similar to circle force field from video below - should I use a particle system with a particle falling one by one with trail or do it in some other way?
Hi!
I want to add this help scene (animated particles only) to my game and have two questions:
as I’m a non-native english speaker - is this text correct and clear?
“Meet 4 enemies of same color and die from overheat/overcool. Alternate enemies on your way!”
is the picture itself clear enough to understand without reading the text at all?