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octafish

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Apr 23, 2010
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galdon2004 said:
I am curious what you guys might think of my sense of humor, considering my lack of any other senses. ;)
That deaf, dumb and blind kid Sure makes a mean game.

I got it on my second try, but I could see a lot of people bashing their heads against the wall on this one.

Vegan_Doodler said:
*so this is what it feels like to be on the receiving end of cruel hummer*
I don't want to know about you and your cruel hummers.
 

TheKruzdawg

New member
Apr 28, 2010
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SerpentsLairStudios said:
I can't seem to get very far. Either because my platforming skills are rubbish or the kill areas for the spikes ETC are larger than the graphics for that given killing device. Reminds me a lot of the unfair platformer. With a few tweaks to make all the stuff match up etc I can see this game being awesome.
I go back to the Unfair Platformer every now and then for sh*ts and giggles. For those days when I'm just not quite frustrated enough.
 

rutger5000

New member
Oct 19, 2010
1,052
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johnzaku said:
I beat it second try >.>

lol it was a mistake by the way XD
Fourth first I just walked then I tried up as a jump button, then space, then I figured it out.
Didn't like the game, it didn't cost you any effort what so ever and it wasn't really clever either. Zero effort zero profit. Waste of 15 seconds playing it, and somewhere it is wasting space.
 

Farther than stars

New member
Jun 19, 2011
1,228
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AdumbroDeus said:
This game is rubbish for exactly the same reason IWBTG is rubbish, trial and error gameplay.
Trail and error, that was my first thought as well. The problem with this is that it's punishing succes. Every time the player gets a new idea on how to solve the game and tries it out, the game immidiately slaps your hand away and tells you to do things differently. That doesn't merit reward for exploration which is part what of the interactivity of the experience is supposed to be about. And had your game been longer, it would have meant that the player would end up just running straight ahead every time without being creative for him-or herself and rather just waiting for the game to show which path should be taken.
A technical mistake is that after I've "finished" the game, you get the chance to try it again, but then if you jump straight into the floating block (the side, not the top) on the next try through, the game just freezes.
Speaking of "the side" of the that first box - having the spikes pop up when you do much as brush against the side of it, they don't actually seem to go through the girl, so to speak. It just looks odd.
Also the fact that there's such a violent different between horizontal and vertical speed is rather jarring. I for one, tend to run forward faster than that I jump upward. I know it's to compensate for your time interval, but there were other ways around that.
So taking all that into account, I can only really say its length was a rather good choice, because after playing it I didn't feel much about it other than a "meh" kind of thought. Had it been longer, it would have been absolutely aweful to keep playing.
As for your sense of humour, I don't really see it. It might have had a different emotional effect if you hadn't told me about it before hand and let me find out what this was about by myself. Also, the fact that you're probably going to die multiple times on your first try through, means that the ending is less shocking, than is the case in say, "Freedom Bridge" (you should try that, since although it has little narrative, you get at least some reason why you should care about this little black dot).
Oh! Almost forgot! Sound. Something I thought of when thinking of Freedom Bridge, is that its sound is more befitting, even for such a simple flash game. In your game it sounds like someone's just popping baloons with a pin.
Well, I hope you have something to work with. ^.^
 

galdon2004

New member
Mar 7, 2009
242
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Farther than stars said:
AdumbroDeus said:
This game is rubbish for exactly the same reason IWBTG is rubbish, trial and error gameplay.
Trail and error, that was my first thought as well. The problem with this is that it's punishing succes. Every time the player gets a new idea on how to solve the game and tries it out, the game immidiately slaps your hand away and tells you to do things differently. That doesn't merit reward for exploration which is part what of the interactivity of the experience is supposed to be about. And had your game been longer, it would have meant that the player would end up just running straight ahead every time without being creative for him-or herself and rather just waiting for the game to show which path should be taken.
A technical mistake is that after I've "finished" the game, you get the chance to try it again, but then if you jump straight into the floating block (the side, not the top) on the next try through, the game just freezes.
Speaking of "the side" of the that first box - having the spikes pop up when you do much as brush against the side of it, they don't actually seem to go through the girl, so to speak. It just looks odd.
Also the fact that there's such a violent different between horizontal and vertical speed is rather jarring. I for one, tend to run forward faster than that I jump upward. I know it's to compensate for your time interval, but there were other ways around that.
So taking all that into account, I can only really say its length was a rather good choice, because after playing it I didn't feel much about it other than a "meh" kind of thought. Had it been longer, it would have been absolutely aweful to keep playing.
As for your sense of humour, I don't really see it. It might have had a different emotional effect if you hadn't told me about it before hand and let me find out what this was about by myself. Also, the fact that you're probably going to die multiple times on your first try through, means that the ending is less shocking, than is the case in say, "Freedom Bridge" (you should try that, since although it has little narrative, you get at least some reason why you should care about this little black dot).
Oh! Almost forgot! Sound. Something I thought of when thinking of Freedom Bridge, is that its sound is more befitting, even for such a simple flash game. In your game it sounds like someone's just popping baloons with a pin.
Well, I hope you have something to work with. ^.^
yeah, Stencyl sadly keeps me fairly restricted. The cost of being easier to use than flash i guess. the balloon pop sound was the best of only 3 death sounds available in the forge. o.o; Don't want to sound like I'm claiming it's all Stencyl's fault though, I'm still learning too, but I'm trying to keep in mind the feedback of others and try to learn how to do the things they want in a game.

As for the trial and error thing; maybe it wasn't done obviously enough, but the ending cutscene was supposed to show that the guy who set up the course was trying to force the character to lose (and that since he was cheating; the character had to cheat back); which you can also see by running through without hitting anything still is too slow, which is an obvious giveaway that there's something different that must be done.

It's only one level long for basically that reason though; I have no interest in making a long game where you have to take the perfect path; once i've got the basics down, i'm going to try making a game where you specifically have several ways to solve each room.
 

Farther than stars

New member
Jun 19, 2011
1,228
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galdon2004 said:
yeah, Stencyl sadly keeps me fairly restricted. The cost of being easier to use than flash i guess. the balloon pop sound was the best of only 3 death sounds available in the forge. o.o; Don't want to sound like I'm claiming it's all Stencyl's fault though, I'm still learning too, but I'm trying to keep in mind the feedback of others and try to learn how to do the things they want in a game.
Yeah, of course. That's the hard thing about starting out, is that you need to keep things simple so you can progress, but I'm just pointing out a couple of things here and there you'll want to have a look at later on.
But it appears that you can upload your own dialogue, so you should be able to craft some sounds somewhere else though and bring them into your game, right?
Also, I was racking my head a bit looking for games which make trial and error gameplay "fun". Since I was sure this "brick wall" concept had been done before without all the arduousness. And the best I could come up with are the Prince of Persia games, since that is technically trial and error, but with the ability to "stay in the game" as it were by reversing time. But then "Everyday the Same Dream" popped up in my head, when I was thinking that perhaps with more diverse endings, dying wouldn't be so much of a bother. Since "Everyday the Same Dream" is technically trial and error gameplay, but the errors are so stylistically well-excecuted that people actually start looking for them. (Of course, there the errors are intergrated into the eventual end.)
 

Farther than stars

New member
Jun 19, 2011
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galdon2004 said:
As for the trial and error thing; maybe it wasn't done obviously enough, but the ending cutscene was supposed to show that the guy who set up the course was trying to force the character to lose (and that since he was cheating; the character had to cheat back); which you can also see by running through without hitting anything still is too slow, which is an obvious giveaway that there's something different that must be done.

It's only one level long for basically that reason though; I have no interest in making a long game where you have to take the perfect path; once i've got the basics down, i'm going to try making a game where you specifically have several ways to solve each room.
Sorry, for some reason this part didn't come through in the mail. I only just saw it so I'll respond to it now:

Yeah, no the ending I like. That's the kind of creativity you want to keep in there. But my concern is with having to get to the end in the first bit before realising the alternative route. That bit requires trial and error.
And you must realise that the ending is only made fun because the idea is that you spend a bit more time trying to get through the conventional route. That's an arduous task for a positive reward and therefore classic Skinner's box.
I'd like to see a game with multiple ways to solve it though. You don't see enough of those. That's partly because the level design for it is really hard if you don't want it to become unbalanced. But if you pull it off, you get a game which offers exploration of the mechanics, which is always fun to play through. So good luck as far as that's concerned, I guess.
 

Giest4life

The Saucepan Man
Feb 13, 2010
1,554
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Pretty cool game, actually. More levels which are more difficult would be a lot of fun. As for the sense of humor...it was hit and miss.

I got it on my second try.
 

Something Amyss

Aswyng and Amyss
Dec 3, 2008
24,759
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AdumbroDeus said:
This game is rubbish for exactly the same reason IWBTG is rubbish, trial and error gameplay.
I'd call this significantly worse.

IWTBTG is a punishing game geared to people who want punishing gameplay.

This is just a cheap trick.
 

gigastrike

New member
Jul 13, 2008
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Well that took all of 20 seconds. Maybe if you made it so that players could make it 3/4 of the way through they'd feel like they were making progress and that it was actually possible.
 

Ldude893

Elite Member
Apr 2, 2010
4,114
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41
Thought about the solution while leaving my character to die 4 times.
Very well played.
 

galdon2004

New member
Mar 7, 2009
242
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gigastrike said:
Well that took all of 20 seconds. Maybe if you made it so that players could make it 3/4 of the way through they'd feel like they were making progress and that it was actually possible.
Actually; I spent quite a while testing it, and if you go right at the start, and avoid touching the first block and getting slowed down, the explosion occurs with the character a mere centimeter away from the button. I probably could have made the hall longer, but the longer it is, the more likely people might have assumed it was possible before stopping to consider if there was any other way.