Meteor Dash

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  • I've posted my first creation on the arcde

    https://www.scirra.com/arcade/other-gam ... -dash-4136

    The aim is to survive as long as possible. The options allows you to select the ship and music.

    I would appreciate any feedback <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Nice one.

    You could make it feel a little more polished by not immediately turning the ship but rather rotate it gradually.

    Could even make turning behaviour part of the ship properties.

    Also, if you gave your ships some unlock requirements like a score threshold you'd provide a bit of replay incentive and goals.

  • Thanks facecrime I'll make a start on that

  • The update is finally done

    would once again appreciate any feedback

  • Very nice game. Simple and challenging alike.

    The music is perfect and all tracks play well with the mood of the game. Being able to unlock the music was a nice move, aswell as the achievement system and I liked particularly having an achivement for going through the controls. Its not something that you get to see out there that often but its always a nice touch. The background and graphics are perfect and I loved the fact that every retry, the space under would keep changing into something new. It made each try feel anew and as a whole different challenge.

    I played your game for 1:17:34 and was able to use all three ships. The only two achivements I didn't obtain were the one for surviving 2 mins and the one from the blue ship to destroying meteors with Max Power.

    The first ship was the most balanced one and it seems to be the strongest aswell. Everything works nicely with it too. I found no problems with it nor its power ups. I found it nice that the bombs could be stacked up, so I made the most of my first 30 seconds for it. Eventually, too many asteoids come along the longer the game progresses and it fires off too quickly, turning into a not so strong ship at that point. Never the less, quite versatile.

    The second ship, despite being larger and slower, packs a great advantage with the phase power up. Although, unlike with the small ship, it seems to not be stackable. While on "phase" you can't pick up other power ups or even shields. Another issue with it is that after picking a power up, it takes around a second for it to kick in, making the ship still vulnerable. Other than that, it was the one I lasted the longest. Around 1:30~1:35 with it.

    If those are intentional, then cool, if not, be sure to look into it.

    The last, the blue ship(after playing for an hour) was pretty interesting. Its the hardest one to turn about with, but the speed works great to race up the fastest asteroids. Despite so, I wasn't able to last longer than a 1:15 more or less with it. The lack of health makes up for a challenging ride but the use of the power up was quite impressive. Just like with the second ship, the power up doesn't stack up, or atleast not correctly. I believe that if one gets lucky and is able to get them one after the other, reaching the two mins wouldn't be too hard.

    The only flaw I found with it is that asteroids can still hit the ship from the rear. Not sure if that is intentional or an error.

    Along my gameplay I went through every corner and side of the map and found no safe spots, as overtime, eventually meteors come and go in all directions.

    Overall, its a very nice game, quick, challenging, frustrating at times, but that's part of the fun of it. If any suggestions, I would recommend to give the player an "extended life" if they are able to obtain shield pick ups while having a full shield.

    Keep up the good work.

  • Good graphic and well presented.

    Just one thing: the layer full of stars shouldn' t be beyond the layers with planets (nearest)?

    Good work.

  • Wow, huge thanks Kiozuky for the time you put in testing and for such an in depth report, I really appreciate it.

    The Phase power not letting you get collectibles is intentional, there is a note about it in the controls and the rear vulnerability to the blue ship is also intentional.

    I will be making the ability activation instant (just a little reordering of events) and the blue power is meant to be stackable.

    I really like the idea of awarding the player an extended life for getting a health pickup with full health.

  • Thank you HR78 I appreciate the feedback.

    I hadn't noticed that, thankfully just a bit of reordering of the layers

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  • Wow, huge thanks Kiozuky for the time you put in testing and for such an in depth report, I really appreciate it.

    No problem. Its what I do. Both the good and the bad are always needed feedback and its always important to obtain it when developing a game.

    The Phase power not letting you get collectibles is intentional, there is a note about it in the controls and the rear vulnerability to the blue ship is also intentional.

    I will be making the ability activation instant (just a little reordering of events) and the blue power is meant to be stackable.

    Thank you for clarifying. I'll be sure to keep playing it for a while longer since I still aim to obtain that two minutes achievement.

    You have a very nice game with a lot of potential so keep up the good work.

  • Updated once again

    1)The meteor timings have been tweaked

    2)The "Max Power" ability now stacks correctly

    3)The ability activation is now instant

    4)Health bar can now be increased by collecting the health item with full health (can be done twice)

    5)Added "manual" and "Auto" control choice. Auto is as the game always played, with the abilities activating on collection of the item.

    Manual gives the player control over when the ability activates. This allows the "Phase" ability to be stacked. touch the screen with

    2 fingers (or press Ctrl for keyboard users) to toggle the abilities on or off.

    Hope you enjoy the changes

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