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Feedback (blow up your DS!)

 
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LDAsh



Joined: 03 Jan 2011
Posts: 3

PostPosted: Mon Jan 03, 2011 11:22 am    Post subject: Feedback (blow up your DS!) Reply with quote

Quote:
I'd appreciate a lot if you could post your opinions directly on Waimanu DS forum so that also my teammates could read and interact with you. So, if you don't mind, here's the forum:-
No problem, I'll just repost what's in the other forum here. This is just some feedback from media artist and not a programmer, so think not too much of it:-
______________________________

This is a really cool game. I've only checked out a little from the competition so far, but this one is really impressive and I hope it wins. It's like Boxman meets Bomberman meets Pingu, but the combination of the aspects from these games all fit together in such a nice way. Gets really damn hard too, the action play against the AI gets harder and harder as consistently as the puzzle aspect of the game does, so it's very well made and I enjoy it for that. I mean this purely objectively.

To know I'm not trying to blow cocaine up your trousers, I can tell you some things I didn't like about it. I wish there was more music because I began to find that pretty repetitive, and I wish for some things to really push the hardware of the DS. Forgive me if I'm wrong about this, but I think a lot more could be done with the leftover memory to help bring it alive, since it's a console with fixed hardware specs why not push it? That tidal wave effect is really damn awesome, it's almost like that 1 feature is chewing up all the resources. I guess somehow I expect other features in the game to stand as tall as that, so to speak.

Sorry if you didn't want a review but you got one anyway. How long has this project been in development? And thanks for bringing a cool game into the universe.

Quote:
BTW, what you mean with..."it's almost like that 1 feature is chewing up all the resources."...? I Don't get it...
Well I don't mean anything negative, just some feedback, from a very personal opinion. I mean the game usually feels pretty static, very traditional. There's a lot of cool stuff with the different powerups, but then the tidal wave powerup comes along and it kinda makes it feel like the DS jumps out of your hands, you know what I mean? It's really cool. I think DKez (with myself) did as much as we could to get that happening with RTS4DS so it's not like some SEGA Megadrive (Genesis) game that just simply all resides on a screen, but something that tries to blow up your handheld and come alive in your hands. By the looks of the tidal wave effect, it's using big chunks of graphics and memory to get it done. From my amateur point of view, I'm guessing the DS still has power that could be used for the game to bring other aspects out and feel as "alive", with every little thing that happens. Like I said, that's just my personal point of view about games.
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sverx
Tritabyte


Joined: 08 Mar 2010
Posts: 1066

PostPosted: Mon Jan 03, 2011 11:41 am    Post subject: Reply with quote

Thanks for posting to this forum! Smile

I'm happy you enjoy the graphic effect of the Tsunami bonus... well, it doesn't eat up so much graphical memory as you would expect Wink It's simply a scrolling 256x512 pixel text background loaded with the contents of a not-even-4KB PCX. I guess it's the sound effect that helps a lot the whole (and that also eats more memory than the PCX, in fact it's a 22KB raw 16bit-22KHz-adpcm compressed). There's also a BG window that keeps the scrolling wave inside the field border, I guess you noticed that. The Nintendo DS is very rich in these features, IMHO.
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Dark Knight ez



Joined: 03 Jan 2011
Posts: 2

PostPosted: Mon Jan 03, 2011 11:51 am    Post subject: Reply with quote

I love it for its simple oldschool gaming feel.

Like LDAsh said, the game reminds everyone of those exact three games.
The little touches you've done certainly make the game polished (walrus in the ice in the background, penguin pops up on pause, circle to highlight only the main character). The intro especially looks gorgeous. Great job.

I doubt I'll play it for eons, like I would with Bomberman. This for several reasons:
1) It requires a lot more timing/precision than Bomberman (because of a more open playing field).
2) The (required) more open playing field means that there's a lot more possibilities to dodge attacks.
3) I'd like to do something like this in multiplayer, but is this game really suited for such a thing? (at one point in time, all blocks would be eliminated or at the wall. what then?)

All in all, it -is- one of the best homebrew DS games I've played for a while. The music, visuals, and engine all come together in this nice package. The question remaining is: do you guys want to keep it like this, a nice and small game, or do you want to try and extend it as much as possible? If the answer is the former, don't do anything about the game. If the answer is the latter, try and see which gameplay mechanics can be improved to make it more hectic and let it work even in multiplayer, and do a lot more things to make it "blow up your DS" (rumble would be sweet, more visual aspects that give the game depth [birds/spaceships flying over?])

Lastly, let me say this: Great job, guys!
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Dark Knight ez



Joined: 03 Jan 2011
Posts: 2

PostPosted: Mon Jan 03, 2011 11:54 am    Post subject: Reply with quote

Oh, I didn't try it yet, but I think you can't "abort" breaking an ice block, can you? I suggest putting that in so you can actually run from an approaching enemy. (If I remember incorrectly, please forgive me. ;))
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sverx
Tritabyte


Joined: 08 Mar 2010
Posts: 1066

PostPosted: Mon Jan 03, 2011 3:26 pm    Post subject: Reply with quote

Thank you DKez, we like to read feedback Smile

Yes, I also think we spent many time polishing it and adding details that would make it lovely. We tried our best with the graphic, the music, the sound effects and also the programming to make the gaming experience as pleasurable as we could.

We still have no plans for the future of this game, our only plan was to make it good and possibly before the end of the year 2010... well, we did it, speaking about the latter. Now we will enjoy some rest and... well, really don't know what will we do then.

About 'aborting' the breaking of an ice block: no, once Waimanu starts destroying a block it, he destroys it completely.
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The Dig
Game Designer


Joined: 07 Mar 2010
Posts: 626

PostPosted: Mon Jan 03, 2011 5:00 pm    Post subject: Re: Feedback (blow up your DS!) Reply with quote

Hey everybody, this is the dig, the game design guy on Waimanu DS.
First of all, thank you for your kind comments, we really appreciate that.

LDAsh wrote:
To know I'm not trying to blow cocaine up your trousers, I can tell you some things I didn't like about it. I wish there was more music because I began to find that pretty repetitive


Well, that was intentional Smile
What I mean is, we wanted the music to be cute and funny but also kind of annoying... I mean, we want to drive people crazy while they're trying to finish the level (instead of helping them) Smile hence the repetitive thing.
Anyway, 8 tracks are playing during the game... well, actually there are 4 tracks and each one has a melodic/rhythm variant (to spice things up).
Did you manage to hear them all ? That means you already finished the game ! :-O

LDAsh wrote:
and I wish for some things to really push the hardware of the DS. Forgive me if I'm wrong about this, but I think a lot more could be done with the leftover memory to help bring it alive, since it's a console with fixed hardware specs why not push it? That tidal wave effect is really damn awesome, it's almost like that 1 feature is chewing up all the resources. I guess somehow I expect other features in the game to stand as tall as that, so to speak.


I know what you mean by "pushing the ds" and "chewing up all the resources", and I agree with you... that's exactly what I had in mind when designing the bonuses... the feeling of having the DS "exploding" in colours and effects. And I think we've accomplished some of it (like the tsunami bonus you mentioned) but not as much as we originally planned... so it's kind of half-done, in that way. But then again, we're still happy with the final result Smile
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The Dig
Game Designer


Joined: 07 Mar 2010
Posts: 626

PostPosted: Tue Jan 04, 2011 12:16 pm    Post subject: Reply with quote

Dark Knight ez wrote:
I love it for its simple oldschool gaming feel.


I'm really happy to read that.That's exactly what we wanted to make, an "homage" to classic arcade games from the 80's, those you put a coin in, play a game or two trying to do your best and then forget about it... only to get back a couple of days later "just to see if you can make better"
Smile

Dark Knight ez wrote:
I doubt I'll play it for eons, like I would with Bomberman. This for several reasons:
1) It requires a lot more timing/precision than Bomberman (because of a more open playing field).


That's true, you need a lot of practice to acquire the right "timing" to push the blocks in the proper way (most of the time you will simply break a block instead of push it toward enemies).Once you learn how to do it correctly...the game becomes harder Smile


Dark Knight ez wrote:
3) I'd like to do something like this in multiplayer, but is this game really suited for such a thing? (at one point in time, all blocks would be eliminated or at the wall. what then?)


I love the idea of a multiplayer mode in which you fight against wekas AND your opponent in the same screen, using all the bonuses (bombs,holes,etc) and maybe also tyring to capture the flag or something like that... very raving, delirious Smile


Dark Knight ez wrote:
The question remaining is: do you guys want to keep it like this, a nice and small game, or do you want to try and extend it as much as possible? If the answer is the former, don't do anything about the game. If the answer is the latter, try and see which gameplay mechanics can be improved to make it more hectic and let it work even in multiplayer, and do a lot more things to make it "blow up your DS" (rumble would be sweet, more visual aspects that give the game depth [birds/spaceships flying over?])


That's a good question, what we want to do next ?
Personally, I'd like to expand the game with more options or modes (e.g. what about blowing in the microphone and voilą! most of the blocks move out of the screen?) and maybe improving some things about the gameplay. But also trying something new - like a totally different game - is tempting. Maybe we can do both. But, like sverx said, we need a little rest for a while Smile

Dark Knight ez wrote:
Lastly, let me say this: Great job, guys!


Thank you.
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