Airblast - A new physics-driven puzzle game!

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An amazing and interesting puzzle game for kids!
  • Airblast is an exciting new puzzle game in development by Toxic Milk Interactive.

    In this clever game you control a ball by charging gusts of air near it - trying to get it to the goal using as less blasts as possible. After you get the ball to the goal, your score will be uploaded worldwide on the internet so you can compare your high scores with other people. (Online highscores aren't yet implemented).

    The game features (as of 2.10.08):

    � 20+ stock levels with varying challenges

    � A full-blown level editor

    • Rotating and changing size of parts
    • Rotors, collectables, platform pieces and powerups all placeable

    � A menu with options screen, level select, etc

    � Toggleable options such as particles and level theme

    � Addictive, hard yet rewarding gameplay

    You can share your levels with others in the still work in progress Level Sharing Centre.

    This game is being made by Toxic Milk Interactive:

    • SuperV, codes the game mechanics and handles overall the whole game.
    • That Namelezz Guy who does the music, graphics and website shizzle.

    Here's a screenshot for you to gawp at:

    <img src="http://upload.namelezz.net/downloader.php?file=5288109_screen1.png">

    You can download the latest version here at the official site:

    http://www.namelezz.net/airblast

    Comment, criticism and input is all welcome!

  • The fruityloops were annoying.

    Also it's really hard, you should order the level selection by difficulty or at least give them some difficulty rating or something.

    Would be cool if you made it save your time for each level too.

    It's pretty cool though.

  • This game is good!

    Cursor isn't visible

    But...

    Magnify effects does, that everything is hidden...my GPU don't support PS 2.0

    But no. 2 -> Is good, that you gave project file into RAR file - I removed this effect.

  • This game is good!

    Cursor isn't visible

    But...

    Magnify effects does, that everything is hidden...my GPU don't support PS 2.0

    But no. 2 -> Is good, that you gave project file into RAR file - I removed this effect.

    Uh, that wasn't necessary. There is an options screen you can toggle things from.

  • Will be sure to check this out, looks like a cool puzzle game. I like puzzle games.

    ~Sol

  • ...exciting...

    ...clever...

    ...to gawp at...

    Not quite.

    Sorry but I didn't really like it.

    It just isn't fun.

  • OK, really cool idea... but kinda badly executed due mainly to the fact it's so HARD to play. I think with some slightly better level designs this game could be sweet. I like the effects and the way you fire the ball around, it's pretty original... but the levels I tried were just way to unrealistically hard, at least for beginner levels.

    Suggestion:

    Make easier levels with progressive difficulty, name them appropriately, IE: Beginner - Level 1 - (Title of Level), Intermediate - Level 10 - (Title of Level), etc

    Other than that, it was pretty cool as far as a fairly original game idea and design.

    ~Sol

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  • I'm a harsh critic, but only because I want to see your game prosper.

    The basic idea is good. Blast a ball through an obstacle course towards a goal. That's a nice, solid concept for a game.

    However, the control mechanism and certain little details about the game are holding this basic gameplay mechanic back from being realized and truly fun. As it is now, it's much too difficult for someone unfamiliar with the controls to play.

    First off, the charge time to crate a blast is much too long, especially if your ball is heading off the edge of a platform. By the time you have large enough charge to blow your ball back upwards, it's gone. There's no saving it once it's dropping to it's doom.

    Two solutions:

    1. Make a floor, at least in the early levels. Give the player time to practice moving the ball around without losing it every other blast. Save the bottomless pits for later levels.

    2. Get rid of the charge time. Make each click automatically blast air, but make the power of that blast proportional to the distance of the ball. So if the ball is far away, the effect will be small. If it is very close, the effect will be large. Also, get rid of the ring around the ball that you have to click inside of, if you have the power of the blast based on distance, you won't need it.

    Some small details that will make this a better game:

    • A larger, more visible cursor.
    • "Start game" Starts a new game from level 1 without having to select it from a list. Make a separate "Level select" option from the start menu that goes to the level select screen instead.
    • Death restarts the level automatically without having to hit R.
    • Victory goes to the next level automatically without having to return to the start menu.
    • A cleaner looking level select (also, the cursor isn't visible when over the level select window )
    • Mouse controls for selecting menu items from the menu screen (it's a mouse driven game, stay away from keyboard controls as much as possible).
    • Mouse controls for restarting a level (right click, or small buttons in the corner of the screen to click on).

    You have a good idea and with some tweaking it could be a fun game. As it stands now, though, it's more frustrating and annoying than fun.

  • Take a look at this video:

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    Maybe you can adapt a similar way of moving the ball around? I much enjoyed playing this game on DS, and I think something of the sort would work well here.

    I don't have much else to add which hasn't already been said.

  • 2. Make each click automatically blast air, but make the power of that blast proportional to the distance of the ball.

    I would have to try it first with an area that requires you to let the ball drop a few few times and have you follow its path with the mouse before I could say that you have a superior idea, but it does

    sound a bit easier than charging.

    I like the concept, though.

    Its a little frustrating at times but it doesn't take you long to figure out how to play. I still don't know what the powerups do, though...

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