Drop Da Piew - Rotary Comp

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Use inertion of your movements to throw, rotate your objects and etc. Objects can interact with others while dragging.g
  • General

    At first it took me a while to get used to it, I felt the learning curve was steeper than I'd like it to be. Maybe there could be more tutorial levels, 2-3 for each block type? But after first 5min passed, than it's been all good.

    What confused you?

    How to use all block types. In every level, I've always put other blocks out of the way and used only square blocks. It's pity that the game allowed me to do that, there could be some levels where the player would've to use different blocks to reach the goal.

    What did you like?

    The whole concept, it's something new, that's plus. Than music, option to make own levels and share them(even though, I haven't used it), score table - compete with other players.

    What did you dislike?

    Graphics could be better, it's not I dislike it, just could be bit more fancy(don't know if it's the correct word<img src="smileys/smiley1.gif" border="0" align="middle" />)

    Buttons could be not that flat, pointing hand could be shadowed etc. - something like that, add more detail.

    But that all isn't important, I just wanted to write here something, you asked for it<img src="smileys/smiley1.gif" border="0" align="middle" />

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  • GenkiGenga: ^^

    <img src="http://dl.dropbox.com/u/36472942/construct/game/C2Comp/2.rotary/Genki%20beaten.JPG" border="0" />

    Cool level though.

    I think there's more than one solution to your level, so that makes it possible to beat the score.

    I will definetely won't display the karma, it's a legacy from an old version and it's more confusing than anything.

    I like your scoring idea, starting from 1000 points.

    Hopefuly it will make the score less confusing.

    But that also mean you'll have to validate again your level before exporting it again once the new scoring system is up.

    Noga: Thank you for the feedback much appreciated.

    I'll definetely add more (progressive) levels.

    For now, there's a big gap between the 9 first levels and the 2 last.

    Working on the game now, I will post a new version later tonight or tomorrow.

  • I like the game.

    However the one drawback that I see is that for all your levels, the nodes only ever need to go in the 4 main positions (northeast, northwest, southeast, southwest) which means that even the most difficult levels are nothing more than a bit of trial and error.

  • Haha, it seems I didnt make it hard enough! :)

    I wanted to make sure there was at least 2 ways of doing it - but damn!

    All sounding good, ill be happy to validate again and even add a couple more entries (at least) before the close date.

  • : Indeed, so far the levels tend to be solved in the four points you're talking about.

    I rushed to have some more levels done for the 29th February, making a public release on the date of the previous deadline.

    I'll do more levels with others solution.

    GenkiGenga: nice, thank you <img src="smileys/smiley1.gif" border="0" align="middle" />


    Changelog for version Pub_b_02-03-2012

    Remake of the interface (squares to circles, bigger font size, chrome still displays fonts "lighter" blame chrome works awesome in FF)

    Removed the rolling effect on the device (when touching hexa)

    Remake of the tutorials animation (first 6 levels)

    Removed Karma

    Added the "new" score system : on start of level you're given 1200 points, moving the handle/performing jumps remove points from your score, bigger score the better.

    Compression of all images to PNG 8bits, reduced the images folder's size by half

    Made it so the the rotation of the handles/layers are now by steps (you move 1? (int) at a time).

    Hopefully this will make the game a bit more easier, and the solution more "the same" between author/editor and play/players.

    Added visuals to notify the effect of the shape (feedback greatly appreciated on those, imo they are not too invasive, what's your opinion guys ?)

    Link in the first post.

    Enjoy and thanks for all the comments feedback <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Good game Kyatric.

    I understand the name of your game, with the music, piew piew piew ...

    D�sol� pour l'anglais! �a donne envie de se mettre � C2 <img src="smileys/smiley20.gif" border="0" align="middle" />

  • Thanks Doo89, C2 is awesome and keeps getting better each (stable) version <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Are you going to show us your super awesome level sharing method? That would be amazing!

    I am developing a app with C2, a educational web app for schools to use(hopefully), and this level sharing would be great to share content within my app! <img src="smileys/smiley1.gif" border="0" align="middle" />.

  • smitchell: There's already a bit of it in the history archive from the first post, but yes it's not straight forward to get and not fully there.

    I'm not willing to show exactly/specificaly how it works for this game (to prevent some cheating mainly) but I could explain the process more generaly.

    I'm considering making a "post mortem analysis", a post about how I made the game and what I've noticed/encountered along the development, guess this specific topic would deserve to be treated in that post.

    I won't have this analysis before the deadline, but check out in the following days after, I'll do my best to make it available.

  • Ok so the game is now available on the arcade.

    Don't hesitate to vote or leave a comment there.


    Changelog for ScirraArcade_1.0:

    Basicly finished the game

    Added new levels as well as levels provided by (thanks again).

    Added sounds for jump, level selection, grabing/ungrabing handles

    Corrected the final reported bugs

    Added a "Game" button (instead of 2 "Play")

    Released a quickly setted website on which the development will keep on.

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