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Kajenx
Lucas Paakh @Kajenx

Age 36, Male

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Need help testing a game!

Posted by Kajenx - April 3rd, 2013


So, I had a bit of trouble trying to sell my latest game, and now it's gotten a horrible score and lots of flamey reviews on the sponsor site (Armor). I'm disappointed, but there's still time to work on it, as it hasn't been released virally yet.

If you guys could test it out and leave me some comments here with any helpful advice for things you think you would change, I'd really appreciate it. Feel free to be really honest, you won't hurt my feelings. I'd like to see if any consensus builds about a certain specific thing about the game pissing people off or something.

Even if you just don't like the game and don't have much of a reason, you can say so. (Or if you really like it, you can say that too. ^^)

Anyway, here's a link!
http://armorgames.com/play/14868/the-naked-alien


Comments

I don't see much wrong with it.
It get's a bit repetitive and could use a bit more level variance but thats about it. (Maybe mini challenges?)

Controls are a bit off. They're not tight enough for this precision jumping.
It doesn't make sense to players why the alien has limited time, but it's not a big problem. The real problem is that the game is fun when it's relaxing but limited time kills the enjoyment.
So there's that dissonance, on one hand you have a relaxing ambient game like wiliam and sly and on the other you have mr runner. I think it's impossible to mix these games.
The limited time is annoying on it's own, I can drop down the pit thinking i'm exploring when I just failed the level. Arrow signs are a good touch but they're not enough, you need to guide the players more directly, always show them the right path so they have only their mistakes to blame.
Or you can get rid of the limited time.

Oh I liked the game, good job on creating the atmosphere!
I got to the second locked level when I needed 180 spare seconds and then I quit.

Good for what it is. Maybe add coins to collect or something would make in harder in a fun way.

It's a fun game to play, there's nothing fundamentally wrong with it :). I love the humor, good Job! :D

One thing that I think might get some improvement is the point system. The levels are rather big and there's a strong possibility that player will exceed number of points needed to complete a level with no way to improve his/her situation, thus leading to a no-win scenario.

I think the penalty should be more immidiate.

But it also creates tension and feeling of urgency, so I really don't know for sure, sorry ;/.

it seemed chilche and not worth playing
i just looked at the title and ruled it lame
and the BEST idea i think is to make a game like william and sly 3

Lol, I'm looking for playtest, though, not opinions on the title.

Well, the main lackluster is the flow in the game. As an example, the game starts with a humorously toned intro, which you cannot find back in the average level. Especially the music kills the humorous mood. Maybe editing the music and replacing the background with something more flashy would be better.

The movement/point system has to be improved or thrown away, as it is now not giving me any urge to get my stars, as well as the feeling to return to a level to earn more points. Changing this in an "grab items for points" or "defeat enough monsters for a star" system would be better.

The controls are above average, but some smoother and/or easier controls would be better, as I just tend to have problems with some jumps I could easily make with a somewhat more fluid system. Try increasing gravity slightly and making the fade effect a little less, then that should be solved.

In short: Make it or humorous or calming (I prefer humorous), revamp the point system to something better and get the controls somewhat more finetuned. Right now I didn't feel much more motivation than to continue past the second level, which is a bad sign. Give me a challenge, please.

Greetz, Tomster1000

add some bouncy music like jaytmusicuk - poundcake ... something similar
also the particles are amazing but you need cartoonish sounds for jumping and bouncing off of the enemies but i still say 9.5 out of 10 - i love it ^u^

Simple but it looks great and it's well crafted. My biggest gripe was the constant framerate drops from the copious particle effects.

What sort of computer are you on? People keep talking about lag, which is amazing to me. It works just fine on my 6 year old laptop... x_x

I enjoyed this game. The art style was quite nice, the sound design was relaxing, the platforming felt pretty tight in my opinion, and the score mechanic was both intuitive and unique. You should, in my opinion, focus the game around it a bit more heavily, along with a few tweaks that I personally would make:
1) give the player a bit more time/score to work with, as the current limit feels a bit unforgiving. Unforgiving is usually fine, but it doesn't fit the theme that the rest of your game conveys (calm and quirky)
2) Provide a bit of a direct score penalty for hitting hazards. They naturally bounce you around a bit, causing you to lose score, but I feel like they should carry a slightly heavier impact.
3) Give the player goals to strive for with their scores, much like in Angry Birds or any other number of recent iOS games. If the player knows that they'll get an in-game reward (even something as simple as a picture of a gold medal instead of a silver one) for completing levels with high enough score, they'll likely be more engaged and more satisfied to reach high scores.
4) This point ties into the third, but I would dedicate a bit of time after each level to the score only, giving the player a moment to, with no distractions, assess how well they did and what goals they would need to complete to earn higher rankings.
5) Finally, it may not be a bad idea to tie something into the player's total score. Anything from bonus levels to goofy unlock able hats would give the player one more thing to work for.
Overall, I'd advise you not to lose hope, and not to beat yourself up over the reviews you got on Armorgames. A 5 is not a "horrible Score." It's average, which is right about where your game is right now. It's an average platformer with an above average scoring system, which doesn't get the credit it deserves because of it's lack of prevalence in the game.
I personally look forward to this games release on Newgrounds. I'll certainly give it another play to see if it's gotten any more enjoyable.
(One last thing, maybe you should make the score a little more opaque - I know that too much would get in the way of the actual gameplay, but the score system is your game's best feature. It should be displayed proudly, and shouldn't cower transparently in the background.)

fuck your dumbass game

That seems to be the consensus on Armor, lol.

Just gave it a go, and as a game it really isn't that bad. The main thing I think people are complaining about is the Score-to-movement ratio. It's an interesting scoring mechanic, but I think having to restart the entire level just because you missed a few jumps is a bit harsh. Another thing I think is taking away from the appeal is the multitude of platformer games that have come out in the last little while. The only really special thing about this game that I can see is the scoring system, but I don't think that's enough to set it apart from the other games out there.

All in all, I would give it a 3/5, or a 6.5/10, definitely not the 5/10 that it currently has

Man this loading screen sure just looks like an unskippable ad instead of a loading screen, but y'know, that probably wasn't you, so whatever.
Didn't super enjoy the intro.

The camera's weird. I get the intention behind it, you want it to be ahead of which way the player's going, and you want it to feel natural and well animated, but it just comes out feeling slow and not having much great function as a camera.
Art and music's excellent as always.

So here's my main takeaway from this game: The way that the goal is a flag, and there's one tile set, and the signs say "Haff Wai :)", the way there's a timer and locks n stuff: It feels like this is a project that you're not super invested in. All the spots where there's room to build a consistant world and give a clean through-line to everything: there's just a kind of improvised solution to fill a gap. This feels like an in-between project to pay the bills, or just for the sake of working on something. That's fine to make, ya put out a game and got paid, the important thing is that you didn't spend two years on it or anything.

I couldn't read any comments cos I don't have an account, but y'know, my last game has a 56 on metacritic, and that's pretty embarrassing, but nobody ever notices and you become disinterested in that stuff yourself over time. The important thing is that you read them all, and understand what parts people don't like, and don't just get really annoyed and say "welp haters gonna hate!!"
So if you ask me, then thumbs up you're takin it the right way.

I think this game could probably be a little better, but the cieling is that it's just a platformer and not much else. It's the seed of the idea that's letting it down, that people have already mastered jumping over spikes, and I think you need a more interesting game design from the bottom up.

Maybe team up with someone who's more creative with game design, I'm sure hundreds of people would wanna make somethin that looks like the fuckin games you put out.

I read between the lines here and I'm guessing you didn't get very far, since you think there's only one tileset. ;)

Maybe the main problem is that the game is starting out with too little. There's a new mechanic every level, so it has quite a lot in it, but my main problem in the past has been that I haven't progressed my games well enough, and I ended up overwhelming people. I guess this time I've done too little in the beginning and I'm underwhelming people. Like, one person told me that the levels were way too long, which really surprised me; I thought they were too short. There also used to be a tutorial level, but everyone kept saying level one was boring.

This definitely wasn't a side project just to make money. Those details you pointed out were all added on purpose and thoughtfully. Maybe I'm just not very funny, though. XD

Also yea this game is not designed for this points-lock system, and fuck your dumbass game.

but you already knew that, so whatever.

lol what?

cool game its awesome to look at .. very pleasing to the eye... only add in an option to see the score you got on a level so you can go back and do better without guessing which one you did bad on.. also, there seems to be too much time, maybe make it shorter with time clocks to pick up idk. very cool tho ... Great Job!

The intro is freaking hilarious. I notice a lot of great things go unappreciated over at Armor. I can't see the complaints, but I think the game is pretty fantastic. Platformers aren't my thing, but the relaxing music, good color choices, and tight controls make for as really good example of what a platformer needs to have. I've found every platformer I've made had performed poorly, and none of them were half as good as yours.

I played some of your platformers a while back. ^^ I liked the one with the guy who had to go on a killing spree in the buildings.

But, yeah. I'm starting to think maybe the whole concept of "traditional platformer" is what people aren't liking about this... I was getting sick of all the puzzle platformers, so I thought this would be something fresh, lol.

Great, now you deleted like the 7 comments of the guy saying "fuck your dumbass game" and I'm the one who looks like a jerk!

Also yeah I got up to level 3 and didn't unlock the next one, so I stopped.

Hahaha, well I only deleted the copies. I didn't think he wanted to post that many times. I could be wrong though, maybe he was very passionate.

this is a fairly decent game. the way you earn points is interesting, by not moving as much, the controls are fluid, the graphics are cool, the intro was fun, nothing really bad about this game besides the seriously high score locks. i got to the point where i had to deal with 290 points and i was like, 'screw that!!' the progression in difficulty is nice, but it's a little too much to look at on its own. the first sections of the game, you had to get at least 30 points in each, the third one, 35 in each. that's asking for a slightly higher level of skilz, but it's achievable, followed by 37-38 points per, then your asking for almost perfect (assuming you didn't go back and improve your scores from older levels) in the last section before the final boss. instead of having a total score count for opening the locks, why not just have a requirement for each level?

What would you say to just removing the locks? Would the game be too easy that way? I don't really mind if people are able to run through it with one play on each level as long as they're having fun, you know? And the high score boards would justify the points for people who want more of a challenge...

AND the game's good, and the people on the armor games( who gave the flamey reviews) are complete and total dumbasses because this isn't a bad game. i- smel down there said that the camera was weird, it's not. he said that the points-lock system isn't designed for this game, he's wrong, it just takes some work... by lowering the lock requirements, or, like i said, make a requirement for each level.

Can't be that bad with 104 favorites. :P

Apart from the 'watch out for spikes' message appearing after I've already spiked myself, and the game lagging a bit on my computer, it looks like a lot of fun. Would be nice with a more normal reward system, like coins, something addicting. Otherwise I have no complaints. When you add this on NG, some added medals would be a great addition btw.

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