Recent posts by davidarcila on Kongregate

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Topic: Game Design / Critical Path - Interview Archives about Games

Sweet!

 
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Topic: Game Programming / Designing an Average User Score System

this is genius

 
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Topic: Game Programming / Designing an Average User Score System

 
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Topic: Game Design / miniQuest Trials - Feedback is greatly appreciated!

very interesting feedback guys, i’m currently taking notes of everything you’re saying. So far the most common feedback is the “ladder issue” and the dead animation.

@DannyDaNinja Hi! you’re playing the guy from FF because i suck at making characters and had to use a free one :p

@Feffers For our next game the character will be larger, what we wanted to achieve with the feeling of this game was to have everything mini, but you’re right, the character’s details are hard to see.

@Ace_Blue You got me thinking on the chests man, and i think you’re absolutely right. Chests currently unlock 3 secret levels and present a harder challenge for players that are looking for that kind of thrill, but you’re spot on having some kind of extra bonus from taking the chests.

 
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Topic: Game Design / miniQuest Trials - Feedback is greatly appreciated!

After a month and a half of work we’ve finished our game!

miniQuest: Trials is basically a 2D room based platformer where it takes speed, skill, and fast reactions to beat each level in as little time as possible.

Goal of the game = Finish each level as fast as you can

Screenshots

Playable version of the game
(Playable Levels are = 3 – 5 – 9 – 11 – 13 – 18 – 23 – 26 – 28)

Keyboard Shortcuts

Arrow keys or WASD for commands
Z and Spacebar to jump
R = Reset level
M = Return to Main Menu

Additionally we would like to know what do you guys feel about this ideas/questions:

1. What sound genre do you think players of this game would like? Something retro exciting or ambient or both?

2. We initially had background parallax, but later we found that it might not be that useful at all, do you think we should have some kind of parallax effect? or maybe with all the elements moving in later levels that would become distracting.

3. Basically, the whole game is about having the best time per level, well we have an idea about having some kind of “global” PAR time per level, which would be determined as the average time the players of the game took to finish each level.

Thanks!

PD.:
You can visit us at profusiongames.com /shamelessplug

 
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Topic: The Arts / Arcade Cabinet Construction Project

Sweet rig bro, i’m currently building a modern Arcade (No Cabin) and i’m using Hyperspin as the Front-end

 
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Topic: Game Design / I wanted to share some screenshots of my new project: miniQuest

Yep, the engine is flashpunk, we’re looking into different ways we can achieve dynamic effects such as glows and particles.

 
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Topic: Game Design / I wanted to share some screenshots of my new project: miniQuest

:)

 
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Topic: Game Design / I wanted to share some screenshots of my new project: miniQuest

I would love to have that done dinamycally, though, i don’t know if the framework the programmer is working with allows that.

 
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Topic: Kongregate / Contest! K+ Profile Skins (Winners Announced!)

I have a question, are the skins that won this contest going to be usable as K+ skins?

 
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Topic: Kongregate / Contest! K+ Profile Skins (Winners Announced!)

Sweet! Thank you very much

 
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Topic: Game Design / Replayability

Originally posted by GameBuilder15:

The best game with the most replayability is RollerCoaster Tycoon. ;D

Did you know that when someone mentions Roller Coaster Tycoon or Deus Ex some one else reinstalls it…

 
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Topic: Game Design / Replayability

The games i’ve replayed the most are probably Quake III Arena and Castlevania:SOTN


What makes Q3A replayable: Multiple game modes and the variable outcome that each mode can have. i.e

- Duel [The metagame is way different than team modes and vice-versa, the set of skills that you need to have are very specific (Item respawn times, bunny-hopping, map control, location awareness)]

- Capture the flag (Team Metagame, Capture paths, Defensive/Offensive Strategies, Team communication)

What makes Castlevania replayable: Multiple exploring paths, 110% completion challenge, secret rooms, secret items, items with multiple uses, multiple endings, basically the game will be as hard and as long as the player wants it to be.


Nowdays game designers are engaging into what is considered Unethical Game Design ,they’re even including the same mechanics found in casinos into games to add replay value

 
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Topic: Kongregate / Contest! K+ Profile Skins (Winners Announced!)

Here is my submission, is based on my latest game called Ninja Sequence

Day
Day+Night
Background Only

 
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Topic: Game Design / I wanted to share some screenshots of my new project: miniQuest

@Ace_Blue Your feedback is spot on, i was already finishing a glow effect on the colored orbs (Which are a very important item)

I also agree on giving animations or effects to only the most important. The tombstone as a stepping stone is a very good idea, i’ll have to check once we are in playtesting if it fits though.

Thanks!

 
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Topic: Game Design / I wanted to share some screenshots of my new project: miniQuest

thanks for your feedback, the main character is just a placeholder, it will be replaced with a 1:1 little knight :) I wonder if there’s a game that combines both 1:1 and scaled pixel art…

 
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Topic: Game Design / I wanted to share some screenshots of my new project: miniQuest

Hello everyone, Now that Ninja Sequence is almost done i’m starting to work with UnknownGuardian on a new game called miniQuest (Working Title).

miniQuest will be a Metroidvania for flash, developed using the Flashpunk framework. I’m the game designer and artist of this proyect and this is what I have so far:


How the level looks

-The game will take place in a single map (not room based)

-The only thing that’s not mine in that screenshot is the main character, that’s just a placeholder i’m using from Oddball’s tileset

-I’m giving all the elements in the game a “drop shadow”, it gives it a certain depth feeling and style that I like so far but feel free to tell me what you think about it.

-A lot of people are using the scaled pixelart style, I would like to know what you feel about that. Is it better to be 1:1 or scaled?


Enemies Dump

-This are the enemies i have so far, have in mind that i’m not very good with complex animations so most of them are going to float, I receive suggestions for more enemies.


Objects Dump

-Your average colored keys to gain access to differents parts of the level

-The book is a checkpoint, when it’s open you know you will respawn in that location.

-The objective of the game will be to collect the 3 orbs and bring them to a door at the middle of the map, i don’t have yet any kind of story for the game and i don’t want the game to be story based either, a simple objective would suffice. (Rescue princess, kill bad guy that destroys the village, that kind of story ^ _ ^ )

-The grave will appear in the place you died (i took this from Terraria, I think it’s fun to see where you died)

-Item description (in the order you will get them in-game):

  • Sword (Attack)
  • Double Jump Ring
  • Speed boots
  • Fire resistant armor
  • Bomb (Can do damage to enemies and it will be used to destroy “dirt” tiles)
  • Torch (You gain a light aura that will help you get through parts of the map that are pitch black)
  • Leaf (You fall slowly)

I’m not trying to re-invent the wheel with this game nor I’m developing the next big thing, I just want it to be an enjoyable metroidvania that you can complete in 20 minutes. I’m open for critique, comments & feedback, it would also be great if you guys can tell me what are the things you enjoy the most about metroidvanias.

Thanks!

 
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Topic: Game Design / Ninja Sequence

oh, the stars are animated, it’s only that the animation it’s not in the alpha

 
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Topic: Game Design / Ninja Sequence

Originally posted by TheAwsomeOpossum:

Very fun =D. Just remember to explain how you can’t hit the walls at all in the tutorial. It took me a while to get that. Perhaps add a video sequence or something to make it obvious… I don’t know how easy that would be =P.

Thanks for the feeback, i’ll mention that in the instructions. I’m working also on an extra instructions page where I explain also that there are rings for you to pick up and that your rating depends on the amount of rings you take.

 
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Topic: Game Design / Ninja Sequence

I just added a playable alpha link to the original post. Or you can play it here . This alpha doesn’t have background details, music, sound effects, etc. That will be implemented this weekend.

 
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Topic: Game Design / Ninja Sequence

Hi guys, thanks for the comments. I forgot to say one thing, the hearts in the screenshots are just a placeholder for the Dragon Rings There are 3 of this rings per level and you get rated based on how much rings you picked in a single sequence of actions.

Regarding the visual style I wanted to have a game that worked on a 16×16 grid. Basically the game combines a platformer with the notion of a timeline like the ones you have in video/audio editors, i know it sounds weird, but this is the result :)

Regarding the game mechanics, well, I don’t know if it’s a problem or not, but the game relies heavily on trial and error if you just want to complete the levels, but if you want to get the 3 rings, well, there are some levels where you have to come up with your own path. Still, i find it very amusing and even addicting to come up with the correct sequence of actions ^ _ ^

My friend and programmer of this game UnknownGuardian is working very hard to have a playable beta of the game very soon for you guys to play.

 
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Topic: Game Design / Ninja Sequence

  • UPDATE Playable alpha (First 5 levels) available here Have in mind that this alpha doesn’t have background details, music, sound effects, etc. But we are currently implementing them.

Overview
Ninja Sequence is a 2D Puzzle Platformer where you have to predefine the direction in which the ninja will move in order to avoid obstacles, collect the dragon rings and complete each level.

Screenshots
Main Menu (WIP)

Level Select

Day Background

Night Background

Level 5

Level 17

Level 20

Level complete Window

I will post a playable beta soon _

 
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Topic: Game Design / [Feedback] Tribulation - A Fast Paced Zombie Game

Awesome feedback guys! We will have all your suggestions in mind :)

 
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Topic: Game Design / [Feedback] Tribulation - A Fast Paced Zombie Game

Brutal

 
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Topic: Kongregate / RETURN of the Halloween Design Contest!

It’s been a long time since I participate in anything around here

link