sobota, 18 lutego 2017

[Devpost] Four is enough!


This is my work in progress pixel art for a game I'm currently making. I've limited myself to use only four colors through the whole game. I really like this challenge, it keeps me motivated.

More about the game soon, if I decide I'm up to completing it.

niedziela, 12 lutego 2017

[Devpost] Echo Away - the first post-jam release.

It's finally here!

I've only added fullscreen support, we'll see if I decide to do anything else. I think not, as I have a well sounding idea for the next game and I can't wait to make it.

Get Echo Away here!

I may announce my next game soon.
Until then!

sobota, 11 lutego 2017

[Review] The SquaresBugs: Kyle's Berries - the story of wasted potential.

In my last review i mentioned that I rarely enjoy mobile games. There are so many reasons behind this, it would take hours to explain. This time I was asked to review The SquaresBugs: Kyle's Berries. Once again, i wasn't keen of the gamble, as I don't want to sound like a hater of some sort. Well, here we are.

The SquaresBugs: Kyle's Berries is a mobile platformer in which the player's duty is to fulfill main character's need for berries, by going through dangerous obstacle courses. It starts out simple, but increases in difficulty over time. It has some creative designs scattered around, the difficulty curve is done right, the music is genius.The game has much to offer, so what's the problem?
It's flaws negate all of that.

What flaws? The velocity based movement feels really clunky in this game, being hit is unworldly annoying, dangers aren't represented properly, which leads to confusion or simply overlooking them. But there's one, that overshadows it all...
The controls. Designing mobile games means making them suitable for the platform, designing with it in mind, extending it's possibilities. Or at least not porting the other platform's solutions. It's pointless, the designer should choose the specific platform in the first place if it's specific properties have to be emulated. What do I mean?
Onscreen gamepad. Emulated buttons. They nearly disgust me, it's just counterintuitive. Many games sin this way, including Kyle's Berries.
Besides that, game's basic set of rules is irritating. They are mashed with each other, like jigsaw pieces which don't fit, but forced anyway. It seems that the velocity based movement was inplemented just for the sake of windy levels later on, which was irritating on it's own, but it also added new layers of clunkiness. Those are small things, but they add up, even multiply to horrendous ammounts. For example, the velocity resets when hanging on the ring, making the player jump straightly upwards and gain momentum painfully slow, which was even more terrible in windy levels. The loss of movement's fluidity is really unsatisfying, and this is just a small chunk of the game.
The flower enemies are worth noting, as their projectiles are so small, they may be 3x3 pixels on my 4" phone's screen, which is unacceptably little in the colorful enviroment the game provides. This took away much of my confidence, as the enemies sent no signals whatsoever, leaving me waiting until they fire, and then focusing my sight to scan the screen if there's a projectile somewhere. Some of you may ask "what's the deal? Is being hit in this game this bad?"
It is.
The game is divided into stages, 4-6 levels each, which you have to complete in one run to unlock a new stage. Within a stage, the player has a limited number of tries, one try containing three hits of damage before ending. If you run out of tries, you have to do the stage all over again. This system reminds me a little of Super Meat Boy's warp zones, the difference is, this is the main gamemode here. As for now, it doesn't sound this much of a problem, but it will soon enough. That's exactly because of damage handling in this game. When hit, the character becomes trapped falling in hitstun until it hits the ground and waits there for a while. When I first discovered that, it was odd, but reasonable, so I've let it be as a design choice. Then, somewhere near the stage four bottomless pits appeared. I've lost my shit and gone nuts (not the other way). I would tolerate those instakill gaps of torment if the game wasn't this flawed, I'd even enjoy them. But there was too much bad happening for this to happen.
All of this made me quit halfway through the game, at the stage five. And know that, I mostly play challenging games. The difference is, those deliver it's challenge by clever mechanical and level design, not by unresponsive controls and plenty of counterintuitive design choices. I've got through stage four only because of an exploitable pickup, which gave me a new try in the case of failure. This exploit isn't a good thing to happen either.

Enough, now artistic side of the game. As I mentioned earlier, the music was splendid, just incredible. But it didn't quite fit in to the game. Or, better put, the game didn't match with the music, which stole the show for me. The art reminded me of the pre-MS Office 2003 era of cheesy fonts, corny gradients and intense JPG-ification. The buttons are outright ugly, the simplistic art style is far from it's true potential. I don't judge it too hard, as some may enjoy this aesthetic. The thing that may be easily improved is the menu layout, as the Exit button, being smaller than others, may give people the uncomfortable feeling of heaviness and stress.

Still, I liked the fact, that the background elements were varied. Also, I liked some pieces of level design, the introduction by isolation principle was great to see, whenever it occured. This game could be great, if only some bad solutions were avoided.

Verdict:
3/10

This is not what I call a good mobile game. I would give it up to 5/10 if it was a PC game, unfortunately it isn't.
You may try it here.

Farewell!

środa, 8 lutego 2017

[Review] Weave of Heroes - rock paper scissors gone right!

Few days ago I was asked to review a game by a fellow user of Game Maker forums. I was highly reluctant, as I find most mobile games to be flawed, incomplete and filled with uncreative solutions, and I'm aware of the fact that Game Maker isn't really friendly to inputs outside of touching the screen, limiting design space even further. Yet, I decided to give it a try, having in mind there's a low chance I'm missing something great.
I was so happily mistaken!

Weave of Heroes is hard to assign to a certain genre. I'd call it a plot driven puzzle, nearly strategy game, having a strong element of deckbuilding, known from Collectible Card Games.
It's design is brilliant in it's tightness and variety!
The plot is about a genderless, young character doing dangerous quests here and there to find it's sister and rescue her. It isn't defenseless though.
The fighting system is a true gem here. The core idea is based on Rock Paper Scissors, but here they are called Rock, Leaf and Blade. Like in the base game, the rivals reveal their choice at once, and then there's a draw or one of them clearly wins the trade. In Weave of Heroes, in the case of draw, both attacks happen, but if one element tops the other, only it's damage and effects are done. Yes, I wrote effects. That's because every element has a variety of attacks, every one of them being unique compared to others. The player decides which ones he or she uses before the mission begins.
While in combat, the player can pick one of three slots, one slot can contain one attack, randomly picked from the ones the player decided to use. This means, you can roll, for example, three rock type attacks. Once the slot is used, it's emptied leaving the player with less options. The player can anytime fill all three slots with new random moves with a refill button, losing a turn on doing nothing.
The enemies overally use the same mechanics, reloading included, but the number of their slots vary along with their game altering mechanics. The game operates on open information, meaning that both players see each other's slots, which gives loads of fun, strategic depth.
What differentiates the player from the others is a gift of Weave. It's a special power which automatically counters anything the enemy plays, deals damage, heals you and sometimes refills a slot. Everything in one turn! How to activate it? You have to accumulate five charges, every one of them is obtained by executing a normal attack.

Now, where's your promised deckbuilding? Here it comes:
Before every quest, which is made of several random encounters, the player gets to choose the attacks and add them to the repertoir of the character. But the choice isn't restricted to one attack per element, in fact the player is bound to have at least four different moves, which implies one can't just pick three most optimal ones. If you think with numbers you may have noticed that this brings imbalance in draw rates - one element will be always twice as frequent as any of the other. This is where piles come in play - every attack can be piled up to three times, every instance increasing it's ingame drop rate. For example, if you want the elements to have equal 33% drop rate, you can add 2 different attacks of one element, and then a two units high pile for every other element.
This way the game is about optimizing the drop rates and synergies of the moves, and them utilizing it in strategic way. Doesn't it remind you of card games yet?

The game does a great work at bringing the opportunity to rethink your resources time after time, making you wonder if your preffered set of abilities can be improved, and it felt great. The design of the attacks and enemies seems to squeeze every last bit of the possible design for this set of mechanics, which is really satisfying to see for me as a designer.

Now, the art talk. The music was fitting and not repetitive, which is great. The visual art style isn't the greatest for me, but there's consequence kept in it, which I always value. Also it reminded me of good old Flash games which once upon a time ruled upon the imagination of countless player.
You can say it gave me Flashbacks.
Laugh, it's funny!

The story was thick as water, with little chunks of absurd here and there, but this isn't really an issue, as this game is like porn - you don't come for the story, but it's good it's there.

The game has little to no issues for me, the one I've remembered is that the refresh button is easy to miss on smaller screens, which can lead to nasty situations and Player's frustration.

The thing I really liked were the achievements. They usually annoy me, but these ones were funny and creative in many cases, keeping me amused.


Verdict:
8/10

It's a solid piece of mobile game to pick up, which is a rare statement in my case. The game clearly knows what is it about and sticks to it.
Try it out, it's free!

See Ya nerdz!

poniedziałek, 30 stycznia 2017

[Devpost] Zew is out!

I've made this game in like 3 days.

It's total garbage in terms of gameplay.
I had to cut some heavy features that could make the game far more enjoyable, like choosing the answers in dialogue system.
Yet, I've learned two valuable things in this development process:
  • Combining shaders, having more than one at a time working
  • Scaling the shader effect to fullscreen
You'll witness an overusage of this in my future projects :D

Link to that masterpiece!

Have a great day!


niedziela, 29 stycznia 2017

[Devpost] The End of Infinity!

As I woke up, I witnessed a miracle: Nekrogoblikon has let me to use their song in my game. Aren't they awesome?

Here, this tune will be my end credit song in Zew:
(no player because Google won't allow it, use this link instead)

Have a good day!