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> *Originally posted by **[Illusiondev](/forums/1021798/topics/462858?page=13#12869396)**:*
> I posted my game here to see if the direction I was going is good, to check if it's worth continuing my work and I was unpleasantly surprised to get a 2.06 rating
It is probably best to put a link here to your game *while it is preview, before you publish it*. You won't get a lot of reviews, but the ones you *do* get will be more likely to be helpful, and you can fix a lot of problems before they can affect your game's rating. Having (hopefully brutally honest) friends and family test it is a good idea, too. Once you have the biggest issues out of the way, you can use the reviews from the published game to fine tune it.
> Your feedback on the game balance is a good point. Having control over RNG in an RNG heavy game is useful. I just based the balance of the classes on win rate because even if you have some control over RNG the classes that have no control can still have benefits that make you more likely to win even if just by luck. I think what the game needs is more ways for the player to be in control.
Yes. Consumable items the player can obtain (think of the "get out of jail free" card in Monopoly) is probably the best and easiest way to accomplish that with minimal impact on your current game, and allow you to maintain the balance between the various characters while still giving the player some control.
Another option is to have multiple dice, of which the player can select one. This would diminish the Thief's Sneak abilities, but Thief also has the lockpick ability, so I think it should still be OK.
> But I am now met with the dillema if it's worth investing a lot of time to polish the game or if I should start over with a different idea. I don't have many people to get feedback from and on kongregate the feedback will stop now because my game was hidden due to low rating
You can always publish it again: See if you can get a few more people to review your game from this forum, make adjustments, and post here again before you publish the updated game.
Whether or not you *should* is, of course, entirely up to you. You will be unlikely to get great ratings from a board game here (although it *is* possible, I am sure), but if you're OK with a decent rating, you should be able to accomplish that without too much time investment, I would think.
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So this is my first game, was just making it to learn how to program and I won't spend anymore time on it to improve it or anything, but I guess I'll see what anyone has to say anyway:
https://www.kongregate.com/games/pwello/tank-defense
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Tank Defense
Pretty solid effort for your first game
You might want to lock/disable your infinite mode on the player's first playthrough since the other weapons are locked at the beginning. There's no way that little pellet gun can handle the larger tanks that randomly pop up, ensuring the player will lose much faster than if they had all the available weapons. Now that I think about it, this could also be resolved by just having all weapons always unlocked on infinite.
Your enemies should probably have hp bars or some other indication of how close they are to dying. This is especially important for enemies that can take a lot of punishment (in this case, all tanks above the smallest two) so the player can determine which enemy is closest to dying and focus on that one, instead of trying to kill a guy at full health that may make it through anyway.
When the player changes weapons, you have to stop shooting before the weapon actually changes over. In a game like this one where you never want to stop shooting, you may want to change it so the player doesn't have to.
I'd also suggest better balancing out the different weapons. As it stands, once you get them all, there's never a reason to use weapons 1 and 2, and rarely a reason to use weapon 3.
Overall, not bad. And congrats on your first game!
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> *Originally posted by **[pwello](/forums/1021798/topics/462858?page=14#12869633)**:*
> So this is my first game, was just making it to learn how to program and I won't spend anymore time on it to improve it or anything, but I guess I'll see what anyone has to say anyway:
> https://www.kongregate.com/games/pwello/tank-defense
Tank Defense
Not bad for a first game. It's a lot better than my first attempts at game creation.
But I do have some advice for you: please don't make your games in Flash. It's going to be deprecated soon, meaning people won't be able to play your games. I'd reccomend something like Unity or Gamemaker if you want to get the closest thing to Flash you can.
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I just uploaded a game made in gamemaker called The Lost Cavern of the Wolf Demons. It's a sidescrolling adventure game.
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> *Originally posted by **[Jakeconer](/forums/1021798/topics/462858?page=14#12892538)**:*
> I just uploaded a game made in gamemaker called The Lost Cavern of the Wolf Demons. It's a sidescrolling adventure game.
I think it's a pretty good concept, but it could use more difficulty.
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https://www.kongregate.com/games/WorldsEndEnt/idle-drone-miner-2
Took 2 months to develop, initially started off as a bad GITD submission but after a lot of work proud of how it turned out. Please rate and comment on game if you have any suggestions. Thank you.
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> *Originally posted by **[CrimsonNoob](/forums/1021798/topics/462858?page=14#12895185)**:*
> https://www.kongregate.com/games/WorldsEndEnt/idle-drone-miner-2
>
> Took 2 months to develop, initially started off as a bad GITD submission but after a lot of work proud of how it turned out. Please rate and comment on game if you have any suggestions. Thank you.
I think the tutorial dialog is pretty good. But I think you could do more to make the tutorial better. I'd reccommend hiding buttons untill you ask the player to use them. Also, the ui buttons for buying/selling new ores and buying general upgrades look pretty similarand are hard to tell apart.
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a) [Attaxor](https://www.kongregate.com/games/AuthExp/attaxor)
b) About 15-20 years, but this is my first published game outside of game jams
c) Comment is fine
d) Graphics/art direction and 6DOF car handling
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a) Wielder of the Golden Card (GiTD Game): https://www.kongregate.com/games/yvolcano4/wielder-of-the-golden-card/?bypass_mobile=1
b) Hm, probably if we were to count real game making, since early 2016.
c) Whichever fits you best, here is fine.
d) let's see...
d1) the game is what I consider hardcore, so it may take long to get used to or reach the second stage, but please take some time trying to be able to completely judge it
d2) Notice that the link I gave you works on both PC and mobile, because the good person you are, I wouldn't let you just boot the PC just for my game, right? I mean, if you're not on PC already, you can use a mobile device
d3) it's not nice numbering points without a third point, so here I am, anyways, the game was made in practically 3 days
thanks fren
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@ AuthExp I like the general feel of the game and the graphics, however the controls were definitely a bit difficult to grasp, I would find myself turning in unexpected ways, which I think mostly had to do with the seperate mouse controls for camera, I hope you work more with it though!
@yvolcano4 Overall I feel like it handled nicely, my main thing is that I wish it was a little more forgiving and maybe had a health system but as you said you intended it to be hardcore, so that works! Good for just 3 days!
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Figure I might as well post here, if anyone has feedback it's appeciated!
a) Donut Cannon https://www.kongregate.com/games/kantieno/donut-cannon
b) I've been making games for almost 7 years now, I haven't really released many though, I have mostly been experimenting with different games for a while!
c) Comments are good!
d) How do you think the sound design works with having no actual background music? DO you think the mechanics are interesting enough for a genre that has a lot of competition?
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@kantieno The game is pretty good, I think this can stand out on its own. Not sure how I feel about the no music, but the text mumbling/other sfx works pretty well I think. Depending on the music I think it could still enhance the game. I think the mechanics were good, and the puzzles were short enough so that if you ran out of shots you didn't waste too much time restarting. It felt pretty quick, so adding more levels and or guns would be something to think about for future games.
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Thanks for the feedback! Will definitely try to get music for future games. I will definitely be adding more guns in the future, I like the idea of being able to have new shots for games based on seasonal baked goods, like an eggnog filling.
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a) Arcade Crusade
b) This game was made across a year as a high school major project. (Made only during school time)
c) PM please :)
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We'd love to get as much feedback about our game as possible. The game mimics an Advent Calendar, with a couple of games, and every day unlocks new sets of levels to play with. You can gain cash and upgrade your little Christmas Town as well :) We're rolling out a big update this weekend, so we're trying to get all the ideas about what can we improve to make game more playable and fun :)
The game is playable here: https://www.kongregate.com/games/1era18/advent-games-festival-advent-calendar-single-player
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Advent Games Festival
Good idea for a Christmas/holiday theme game and nice take on the concept of an advent calendar.
Overall, would have liked to see more types of games (as of day 8, there are only 3 types of games available), but, I do understand that more games may make the file too big, so that's a minor thing.
Haven't gotten to try out the village decorations since I hadn't earned enough credits yet, but what I have seen looks good so far.
Small thing, if a level is failed in any game, add a retry button in a
*Arkanoid*
Two thoughts here:
1. IIRC in the original, you could influence the direction of the ball by aiming where the ball lands on the paddle (i.e. landing on the paddle edge reflects at a shallow angle, but the middle reflects at a steeper angle). You might want to consider adding soemthing like that to allow more control for when there are only a few targets left.
2. Consider changing the background to solid blue (or some other color). When the ball gets down to the white area of the playfield, it can be kind of hard to see.
*Climb*
The mobile version is just fine. However for the PC version, allow for the use of the arrow keys; they're much faster than the mouse.
*Trivia*
No real complaint here. Only thing I'd suggest (though it's not necessary) is to not allow the same question within the same group of 10. I once got the "who makes santa's toys?" 4 times in one round. Not that I'm complaining, a win is still a win =]
Good work and GL with both versions!
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I released one of my first games i ever made to Kongregate. The game is made with only html, CSS and js. You can download the source code on itch.io.
please comment on what you liked about the game and what I could have improved on.
i have been developing games for 9 months
It is a simple puzzle game in which you need to light up the bulb. Instructions: rotate blocks from the source until it connects to the bulb.
12 challenging levels to play
please play and rate the game: https://www.kongregate.com/games/FireCubeStudios/light-flow
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> *Originally posted by **[kantieno](/forums/1021798/topics/462858?page=14#12918469)**:*
> @ AuthExp I like the general feel of the game and the graphics, however the controls were definitely a bit difficult to grasp, I would find myself turning in unexpected ways, which I think mostly had to do with the seperate mouse controls for camera, I hope you work more with it though!
>
> @yvolcano4 Overall I feel like it handled nicely, my main thing is that I wish it was a little more forgiving and maybe had a health system but as you said you intended it to be hardcore, so that works! Good for just 3 days!
Heh, glad y'replied in a good timing, thanks for the review, now take this as well
https://www.kongregate.com/games/yvolcano4/fossil-dragon
same options as the first game, except it was made in 5 days approximately, and it's much less hardcore and much more, err, easycore I guess? kinda grindy though.
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Hi!
This is the first game I really put a lot of research/learning time into.
But right now I'm afraid I can't find time to work on it. But it would pain me too much to abandon the game just like that, so I decided to split it into Parts.
“Forbidden Trace” aims to be a story-driven metroidvania platformer(with black magic!) Going for 80s aesthetics in the likes of commodore 64. The system I grew up with.
a) https://www.kongregate.com/games/NoFateNet/forbidden-trace-the-cliffs
b) 8 years or so. But with long pauses(years). can't put a date on it.
c) Now the big question: Would you play a FULL Version of the game? Polished and all?
Here is another preview screenshot:

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Light Flow
Good first try! All I've got is that there's not really a challenge, especially if you start at the bulb and work backwards. If you make a sequel, I'd suggest later stages having pieces that have multiple arrow heads and/or tails instead of 'one way in, one way out' paths.
Also, if you win a level and then dawdle too long and the victory screen, time keeps ticking down and you'll eventually get a 'level failed' screen. Not really a big issue, just letting you know
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Fossil Dragon
While you did mention that this was not as hardcore, maybe it was too forgiving. I don't think I ever came close to dying even once (couldn't really see the hp display). Perhaps ass a hard mode where the enemies do somewhat more damage (not too much more since you can't really dodge)
You might want to add a menu for those upgrades instead of having them in the background like that. If you click one of the buttons, the game loses focus but enemies keep shooting at you. A menu for your upgrades would (should?) take care of that problem.
While I don't have a problem with the hand drawn graphical style you use (especially since I can't draw worth a darn myself, heh), be aware that some people will see it and find it off-putting (again, I got no problem with it personally).
Please forgive me if I'm being too harsh; that's what I get for writing reviews so late.
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NoFateNet, I'll try to give your game a play when I get off work later today
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Hi fellow devs,
I made a arcarde puzzle game that's a twist on match 3. You don't swap 2 objects but instead you tap one and it multiplies in all directions. Keep the board clear for as long as you can.
A) https://www.kongregate.com/games/DucoDesign/quatrio
B) about 5 years, 7 if you count board games. But never went into publishing sharing games.
C) I would appriciate some good old feedback and high ratings :)
Cheers,
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Hi folks,
a) You Shall Not Pass : https://www.kongregate.com/games/Casual42/you-shall-not-pass
b) I'm pretty new to game developing, even though I made another game for kong last year (you should definitely check it out of course :D).
YSNP took me more than 6 months to make (I know, way too long).
c) I had high hopes for this game, I hoped it would get at least a 3.7 and tens of thousands of plays. But instead, it started at 3.3 a week ago and then plumetted to 3.0. I don't get it. There should be everything a player enjoys.
I am at a complete loss as to why it is tanking and, perhaps equally importantly, is there a way to save it ? You can be as brutally honest as you want. Actually, I would be grateful for it.
Thanks.
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