If anyone fancies a challenge: https://vurtual.itch.io/quad-pong-xtreme
vurtual
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Thank you for trying the game and for your comments. The only real negative comments about it have been regarding the difficulty, so I will be making some adjustments to that. Lots of exciting improvements on the way.
Logins already work, as well as leaderboards. Friend groups, collectibles and powerups are all on the way. If I can get a satisfactory control method for mobile that will be coming soon. So, if you enjoyed it like this, then you'll love what I've got planned!!
Nice job! Cool to have two very different games in one. On the 1VS1 I found that it was very hard to beat the CPU unless you drive very perfectly. What made that hard is that the colliders around the mud were too big, causing you to slow down when you shouldn't. I loved the music and the opportunity to change it, but the only thing that prevented me from giving the music/audio 5* was the lack of game audio. Some crash sounds, engine sound, sirens etc would have really helped with the atmosphere.
Took some time to get used to the controls, and even then, the urge to press the wrong button can cause a lot of failures, but the mechanics used are very interesting and fun to grapple with. I found the difficulty curve a bit steep, but I am not generally that good at platformers anyway. Big thumbs up! :D
I'm not going to vote on this until I try it with a physical mouse. I'm playing it on a laptop, which doesn't do the controls justice whatsoever, however I have a couple of suggestions that might be useful. First and foremost is audio. As Ellis James Game Studio said, some music would make a massive difference, as would gunfire and injury sounds (I found some awesome royalty free music for my entry if you'd like to see what a difference it makes: https://itch.io/jam/finally-finish-something-2021/rate/873768. I also think that R is never going to be a convenient key for reloading if you're using arrow keys, so maybe left and right shift or space bar would be more logical? The shift keys are within easy reach, and the spacebar is pretty much unmissable. Lastly maybe consider controls for those that are on laptops. It's inevitably going to be harder for them to get the angles correct, but it widens your audience.
Thanks for trying out the game and for your comments. I have been struggling to get the difficulty curve right. Long term I think I'd like to have it react to the player's skill level, but I like your idea for having the difficulty stepped according to score or something. Might play around with that. I've been adding logins so that people can compete between friends, but gameplay still needs a little work.
Hey, hope you’re good. As part of the Finally Finish Something game jam, here is my first real project, Quad Pong Xtreme. This seemingly simple pong variant will soon have you screaming at your screen in frustration as you try and beat Obstaballs, Multiballs and the ridiculously hard Totally Impossiball mode. Beat your friends with the 2P Competitive mode or work together in the 2P Cooperative mode (currently local play only).
There are loads of improvements coming down the line like optional guide particles to help beginners, touch screen controls, power ups, user accounts with friends to compete against, 2P online modes, 2P with AI, collectible coins for bonuses like new music or sound effects, upgraded graphics.
Overall a great effort. I wasn't able to playtest the Angels section very well as I was testing on a trackpad, and I'm just not quick enough to get far on it without a real mouse. I like that it was essentially more than one game. My only quibble is that we should be able to skip or speed up the text intro, and in the "Dodge the Asteroids" section it was a bit hard to tell what was going to destroy you. Seems like only if you get hit on the tip? Anyway, I think that could be clearer, because it's very hard to defeat without knowing it.
I love the concept! It kinda reminds me of a recent idea for a puzzler I had where the player is in control of an astral projection. I'll be honest, I think that's playing it fast and loose with the limitation, because you're controlling something that is in effect controlling sentient things, but that's cool. The puzzles are very well constructed, which is great work in the given time.
Where I'd look to improve this, personally, is I'd have a "Speed up animation" button. I found myself tentatively adding steps because if I died, I have to remember what I input last time, and some of the levels required a LOT of inputting (back forward back forward back forward to stay in one place - is there a better way?) When doing that, watching your angels go back and forth again and again got a bit boring. Some other ideas - lock in instructions that the player is happy with so they don't lose them when an angel dies, lock in the angels' positions so the animations continue rather than restart.
Hope that is of use!
Wow, I genuinely cannot believe how long you spent with this game, thank you so much! A lot of the points you make are simply related to running out of time, eg no audio, bugs etc. Probably a stupid idea to do my first ever jam over the Xmas period XD.
I actually learned a lot through watching.
- First wave of static demons don't seem to work when the tutorial is off - Weird! The whole thing with the tutorials is interesting. There are booleans knocking around the tutorials so that you don't need a new one before the previous one is finished, and I guess I've put stuff within the true conditions that shouldn't there.
- The rotation is unintended, so I have already fixed that in dev
- I have never tried particles or dying effects. Since submitting I've realised I need to do something about kill radius, so I'm adding that. I've added an animation for demons getting damage, but the kill time is so short that you can't see it, so I'm going to try a "post death" animation. Thanks for the tip
- You mentioned that the demons are a bit out of place. Maybe a similar animation to the main cloud would be tie them in. I'm no graphic designer, so I just went to flaticon for them, and they had no better demons. I did some colour amendments in GIMP to make them stand out, but watching you play, they seem lifeless compared to the cloud, even when the second wave are converging on you.
- Rain tutorials never seem to come up - basically it starts and stops randomly, and is a secondary way to die. It uses up your water. The parameters are such that you can't really die that way right now, so I need to tweak them
- I like a game that isn't too difficult at the start, but I think watching you play it's too easy. You lose water when you strike, and I adjusted it to be less. I think it's now not losing enough.
- You said you thought it might be an infinite game. It's not intended to be, but again, time constraints meant I didn't get to it. It's going to be a kind of comedy ending where the angel just wandered off to go shopping or something.
- It took you longer than I'd expected to spot the slider at the top. I didn't want it to intrude too much. The main reason I didn't is because the character indicates it. You mentioned that at the end, so I feel a bit vindicated, but with the rain/death thing, you have no indication, so I'mma make it a bit bigger.
- Similar thing with the score, but also I put the label and actual score at corners as a quick fix (time constraints again) so they don't overlap. I suppose I could do it as a single string - "Score - " & score.Round().ToString()
- So glad you enjoyed it, and found it relaxing. Relaxing was very much an aim for the game. The eye animation seemed key to that. Actually, as soon as I put the pupil animation in, I was in love with the little guy. By the time he was blinking and squishing, I was 100% sold.
Definitely needed more playtesting! I accepted a couple of bugs so I could make the game feel a bit more complete, and I think that was the right decision.
I have a couple of other games on games.4godsache.co.uk, including one I'd eventually like to sell when it's complete (Quad Pong - like pong but completely insane and not relaxing at all). If you ever get any time, I'd love to hear your comments on them.
This game seems like it would be fun, but IMHO the difficulty is just too high at the beginning. To make some of the jumps you have to be half off a platform, and if you get caught in spikes, sometimes you get got by the spikes 2 or 3 times. I don't know if there are any checkpoints, but there ought to be. I had to give up, because I kept dying! Sorry.