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Trent
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Would love to hear feedback about the game here.


Hyeron

Just bought it and tried a few levels (Linux x64). The game hasn't much going against it, it's simple, mindless fun, great for a short break that quickly turns too long. A bit of variety in music would go a long way, but it's hard to complain as the only track fits really well (can't get it out of my head).
Graphics look mighty fine on computer, everything is much crisper than the shots show - which is a pity as it may put off the odd potential customer.
Difficulty is just as it should be: challenging without becoming frustrating.

The only gripes I have are with level abortion and exit (ESCAPE then... X? Wow), the strange way to show the achievements (I happened not to be close to the computer while my daughter started the game, wouldn't have seen it before long otherwise) and the weird green blocks (as seen on the right wall of level 1 for example). Though those may have a secret use I still need to discover. Not unlikely.

There SEEMS to be a small bug in the Linux version at least, as Bobby's trail isn't multicolored (as seen on the iPad/iPod video). May be the expected behaviour though, and it's anything but gamebreaking. Scrap that. Different character... Now this I wasn't expecting. All the better. :D

Well worth its price and even a bit more, if you ask me. The kids love it, I love it, and the levels are txt files. This should be made more obvious. Level editing FTW.

Trent
Trent's picture

Thanks for the feedback. I'm planning on making an update to the game as soon as the Monster RPG 2 update is finished (1.10). The few features I was planning:

- Fix the scrollbar. It's just plain wrong.
- Fix collision response physics. This was done for the Xbox Indie version and it makes a great deal of difference. Much less frustrating to play when the balls bounce the right way.
- Add full keyboard and gamepad navigation -- currently you can only use those during the actual game except for things like escape.

I've also been toying with the idea of making a level edit mode where you can build and save levels and play them. I'm still not 100% sure if I'll do that with this version. I'd like to, but other games require my attention!

Now I have a few more things to add to the list. The stuff you mention is good feedback. I'll do something else with level abort/pause (make a menu with arrows or something), put in a menu choice for achievements, stuff like that.

Thanks again!

Hyeron

Most welcome as always. It's still a very entertaining game, even with those minor annoyances. Glad I coughed up a quick buck. ^^

Trent
Trent's picture

Hyeron wrote:
and the weird green blocks (as seen on the right wall of level 1 for example). Though those may have a secret use I still need to discover. Not unlikely.

Forgot about this. In the first level they are pointless, but they do play a role in later levels, which should be obvious once you get there.