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danidre14

22 Game Reviews w/ Response

All 69 Reviews

Great prototype!

My thoughts:

For a constant stream of updates, you may have to find a way to use websockets on all frameworks. (Or maybe since they call JS functions, the JS handles the sockets and stream results back to them)

This is something that will indeed have to be planned out.

All I see here is a way to "share data" to whoever wants to access it. Thus, regardless of framework, once they can call those functions, they can manipulate that data.

It would definitely require planning to decide how a game is made and you're able to "share games" because who would want their char running 8 pixels and suddenly it's changed to 3 pixels? xD

I don't see any games that can be done with this yet, but that's probably because I'm looking at it in terms of and endless stream (like multiplayer) rather than a game with unique save systems. So definitely; It'll need to be planned out.

I'm interested in more progress on this.

I can't currently take part in any collabs since I'm working on my own game engine. But it's definitely something I can add to my engine when it's complete, if it's complete too.

3p0ch responds:

Thanks Danidre!

I should clarify what I have in mind: I’m envisioning a single-player game that wouldn’t require constant updating from websockets like a multiplayer game or anything. It would be more along the lines of making a game universe where the player is, say, running around in an RPG world in one game, switches to another game that handles combat using action game mechanics instead of the usual boring Fight / Magic / Guard / Flee RPG mechanics, hops into their airship and flies around in a flight sim game to reach new towns, goes into a puzzle game to unlock dungeons in a new town, enters a FPS game to fight monsters in the dungeons, and the like. All different games, but all tied into a single epic story with the potential to interact by having actions in some games affect how other games behave, and shared data would be more along the lines of storing HP, max HP, inventory (including things that are picked up in one game that can affect the behavior of other games), unlocked areas, upgrades to their ship, status of key boss enemies, states of puzzles, and such. In some cases it might benefit from having two games open simultaneously, like solving cross-game puzzles where two games need to have a coordinated problem solved and it would be helpful to see and control things in both games at the same time, so I also want to keep that as an option for the devs by allowing them to open new browser tabs with other games.

I think this has everything that would be needed to pull off that sort of collab since it would just require writing to the save data whenever anything pertinent changes (items being picked up, areas being unlocked, etc). You’re right that it’ll take some planning – my main concern would be to make sure that a bad bug or excessive difficulty in one game won’t ruin the entire collab’s efforts, so implementing adjustable difficulty and ways of completely skipping any problematic games would be key. But I’d also be open to suggestions on other ways of thinking about it that might be even awesomer.

I hope you complete this! It's obvious what it's missing. But congrats on your Ludum Dare submission. I hope the limitations for this game help you know what to manage or not in future Ludum Dare games! :D

Atikyne responds:

Yeah I definitely learned a lot this time around. And I look forward to making a full game out of this when I can. Thank you for playing! :D

Nice changes made since your ludum dare entry! Noticing the new features as well..AWESOME!

The scoreboard, I'm on it! ^_^

Music never gets boring, and pacing of the game is great. Although, there are a few minor questions where generation is concerned, it's RAD!!

Zanzlanz responds:

Thanks Danidre!! Almost all of the changes were just bug fixes and tweaks, as I wanted to release it on NG as soon as possible. Good luck getting #1 on the scoreboard ;)

Neat game! Nice entry! Although at first some things seemed impossible to pass, I soon figured out as I got closer to them. Nice music and art too. Basic and simple neat little game.

Btw, please send the link for the prototype on Ludum Dare, so I can rate it there!

Wad1m responds:

Sadly I were busy studying and ended missing the due date so you won't find it on Ludum Dare. I am glad you enjoyed it. Thanks for the feedback )

The game is not actually boring, as people say. It's really basic, and what I like about it is how it include other enemies sooner on. What you lack, is motivation to make the players reach to those levels, without just rating it as crap. I like the game as it is, although I feel cheated in a certain level. But it is good. Thank you for participating. :D

Kamali responds:

Thanks for the feedback!

The first thing I was about to say about this was: Another Clicker Heroes.

But this seems bigger, and better. I also have to see about my player's health, and it is so addicting! XD

only problem was the money took too long to grow up on. Getting me bored while waiting and tapping.

VaragtP responds:

Thank you! I hope I might b able to tweak things a bit to make it more smooth!

Pretty neat game, and simple too. Music is suiting, and graphics aren't bad.

One thing though, is that when I've restarted a few couple times, the ad box never disappeared anymore, so I played with a box in the middle of the screen.

But I did manage to get quite a high score compared to my previous ones, thanks to that! ^_^

ohsatandrej responds:

Thanks for taking the time to write a review! I really appreciate the feedback.

That bug was a weird one...It should be fixed now, but since it only occured occasionally for me, I'd appreciate it if you could let me know if you run into it again!

Not bad, but this game moves tooooooooo slow!

alilg responds:

we just increased the tanks speed

A full stack developer, game programmer, and software engineer. Currently making games with JavaScript using a custom Game Engine!
Trying game jams to refine my game development.

Age 24, Male

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