Astro catch
  • AkoAko June 2010
    A game i made, the sprites are from spritelib gpl pack and opengameart.com, except the drops and the volume bars i made myself

    The main purpose of the game is to collect drops and keep the volume of your song up while earning points. The game is not very good looking and it does not have many effects but please give me some feedback on how i did.

    Note: please read the readme file in Music\soundtrack folder

    here is the download link

    https://sourceforge.net/projects/astrocatch/

    EDIT:

    Controls:

    The ship follows the mouse pointer

    when the volume bar is full press left mouse button to activate score booster.


    SCREENSHOTS:


    image

    image
  • G-FactorG-Factor June 2010
    Really cool concept mate. When I first loaded it up I thought "oh another space shooter here we go...", but it wasn't like that at all. There is nothing unique about the actual gameplay (collect things), but the reward you get from doing well is awesome. The game is strangely addictive.

    Some quick feedback

    1) It took me 3-4 goes before I knew what was going on. I thought I had to avoid the falling objects like in most space shooters. I'm afraid some people might not even TRY 3-4 times before thinking your game is bugged and stop playing. A short tutorial at the start would help. It could even be as easy as a 1 page static screen with instructions.

    2) I didn't manage to max out my volume once. I think you could spray out more notes or make them increase more volume. There were times when I was waiting for more notes to collect because they were spawning too slowly.

    3) I often moved my mouse off screen and when this happened the game stopped detecting input (as in the game pointer stayed at the edge of the screen). I haven't used mouse input in HGE so I'm not sure how you can solve this but from a game design point of view you need to find a solution. A REALLY simple suggestion; make the playable space a bit smaller than the application dimensions. So basically run the playable portion within a window in the application...if you know what I mean, so some of that space becomes a border buffer where the player can move the mouse off the playable space but won't lose input because it is still in application space.

    4) The cool thing about this game is that it is simple, but that doesn't mean you can't add a few more powerups and things. For example; some notes could be worth double volume bonus, but it moves really fast and is hard to catch. Or bad, evil notes that reduce volume so you have to avoid it (kind of like the bombs in the iPhone game Fruit Ninja). Another one could boost your ship speed temporarily. Or maybe some notes are smartbomb powerups and you can collect and store a maximum of 3. When you press a button you release a stored bomb and it blows up. Any note within its blast radius counts towards your volume. It would create cool moments...the player is about to lose...volume is low...release a bomb then BAM! Your fave track is once again blaring at max volume.

    5) I know this might take the game to the next level of complexity, but if you could somehow alter the gameplay depending on the song it would create unlimited replayability. I know there are lots of Audiosurf, choose your own music type games popping up but still, it suits your game if you can think of a cool mechanic. It could even be as simple as the longer the song goes on, the harder it gets. So the difficulty of a song merely depends on its length, but I think you can come up with something cooler.

    6) A competitive 2 player mode where each player needs to keep their own theme song alive could be interesting. Basically exactly what you have but 2 ships instead so there are limited notes to collect. Then you could add 'screw the other player over' type powerups such as slow their speed down temporarily, or steal their volume...etc. When one player wins, the second player needs to endure player 1's theme song at full blast. My song in multiplayer would be "FINAL COUNTDOWN" every single time. WHAM!

    These are merely random things I thought of on the spot and a lot of them detract from your original idea. Please consider them carefully and don't act on anything on impulse. Hell...I could wake up tomorrow morning, re-read this and think what was I smoking! It's 3:15am at the moment in Aussie land

    In any case, good luck! :D
  • Damn, this game is hard!
    Put some difficulty options, please!
    I liked G-Factor idea of making a smaller playable space. Try to catch FFT values to make your game more interactive! I can help with that if you want to. The game can be really nice to play, it's just a matter of working on it!
    And sorry for my bad english.. I'm not a native speaker. (I'm brazilian!)

    Edit-----------------------------
    Oh, I scored 62400, and I got full volume, but I don't know why I couldn't activate the score booster.

    Edit 2-----------------------------
    Scored 100560, and I've activated the score booster.
  • kvakvskvakvs June 2010
    Haha Chin, these screenshots now got you one happy and loyal player.
    Told you, post damn screenies :D
  • AkoAko June 2010
    Hello, thanks for the replies it really means much to me to get feedback on this game since it's the first one i put online :).

    G-Factor: you got very nice ideas i will look on them and try to implement some of them :).

    Death Angel: Difficulty is a good idea to add, i also find this game hard sometimes.

    kvakvs: you are right as always thanks for the support and ideas.

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