Who shall win the Community Choice Award?! This poll is closed. |
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Zero-Grab Kitty | 13 | 10.57% | |
Go Fish! | 4 | 3.25% | |
Sub Optimal | 1 | 0.81% | |
All Senior Citizens Should Have Life Alert | 15 | 12.20% | |
PZZL | 8 | 6.50% | |
Coinless | 1 | 0.81% | |
Conservation of Momentum | 2 | 1.63% | |
Echo | 4 | 3.25% | |
Critical Admission | 4 | 3.25% | |
VectoRocket | 9 | 7.32% | |
Impulse | 34 | 27.64% | |
Sandlot Basenoball | 1 | 0.81% | |
Slam Fighter II | 27 | 21.95% | |
Total: | 123 votes |
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JonTerp posted:I don't see anything relating to the game... wonder if they deleted it. Hope you got a screenshot!! The very top tweet. Still visible to me.
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# ¿ Aug 10, 2015 18:42 |
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# ¿ May 14, 2024 16:09 |
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Took forever to upload for some reason, but this is the screenshot of the retweet (expanded mode, rather than collapsed): Late, but whatever. Also, I have voted! Sadly, last I checked, I was the only one who voted for the game that should win. Start making better votes people.
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# ¿ Aug 10, 2015 19:06 |
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JonTerp posted:We have a new post mortem feature on the site! Once the judging ends (August 14th) you'll be able to submit a post mortem on the "Edit Game" Page. When will we be getting the reviews do you think?
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# ¿ Aug 10, 2015 19:30 |
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Would anyone be interested in seeing more work put into Broken, or is it more of a "played it, got the gimmick, game was frustrating gimmick was neat but wouldn't play again" sort of thing?
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# ¿ Aug 13, 2015 05:05 |
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TheOrange posted:I still think the basic mechanic of having the game world be paused but come alive as you activate it is good, I think you really just need to work on the general platforming physics and do something about the knockback. I was able to play it up until the 2nd level but I honestly couldn't see what I was supposed to do in order to progress (series of platforms you activate with a switch), my best thought was I needed to time something with the knockback and the enemy but that seemed way to finicky to be pulled off reliably. The platform puzzle just involved paused when the platforms were low enough to reach. You ride the first platform up to the second, and then the second up to the third. But yeah, the physics were... not the ones we wanted. Personally I ended up enjoying many aspects of the knockback (I thought it was fun to throw your way to victory to quickly get by several parts), and I wonder if the problem wasn't so much the knock back as the design of the first areas that lead the player to be knocked back so much? A more gradual ramp up in difficulty I think would have helped a lot I think. Do you think the knockback might not have been so bad if you had an easier time avoiding it to begin with? If it's just "no, the knockback is bad even if rarer", how do you think it should work? The game itself was originally supposed to be three times as long, and there were supposed to be two "lead ups" to each of the element you saw in the game. The knockback also wasn't supposed to apply to the sides of lift or carriers, turrets, or the back of trucks. Just... a lack of time. So those would probably be the major things I'd change if I went back and put some more work into it. Also, for those asking about the music, side effect of putting the credits at the end, hah, it's a free/open source piece by Alan Singley.
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# ¿ Aug 13, 2015 13:44 |
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TheOrange posted:Wait, I could re-pause things or it was a one-time shot? You could re-pause things as many times as you wanted, that was in fact the core mechanic and the intended solution to the (few) puzzles. Was that... unclear?
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# ¿ Aug 13, 2015 23:43 |
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# ¿ May 14, 2024 16:09 |
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TheOrange posted:No, I must of missed that part entirely, that's probably my own fault though, if it was in a text box then I probably just skimmed over it. Would of certainly made the second level much, much easier. Yeah it was in the first conversation that paused the game, hah. Well, that's a lesson to me, at least: Don't embed important game instructions in dialogue boxes, because apparently no one reads them anyway.
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# ¿ Aug 14, 2015 03:11 |