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Re: Pipe Rush // Demo
[Re: Shinobi]
#89979
09/16/06 13:40
09/16/06 13:40
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Joined: Mar 2006
Posts: 2,758 Antwerp,Belgium
frazzle
Expert
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Expert
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
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As always: Impressive Shinobi !! I'm always cheerfull when I play/ see one of your games/demo's, don't know why I think it's because you make simple but very amusing and attractive games !! Keep it up Cheers Frazzle
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Re: Pipe Rush // Demo
[Re: Shinobi]
#89982
09/16/06 19:26
09/16/06 19:26
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Joined: Aug 2001
Posts: 2,320 Alberta, Canada
William
Expert
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Expert
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
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The concept is very intresting, and the shots look good. I think you'll do well with this once finished and published. My advice is to offer levels in themes, for example, one level could have bamboo pipes in an asian setting, another set in the artic, ect. Possibly missions too, like hook up the pipes to a certain point in the map to feed something water, in a set amount of time.
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Re: Pipe Rush // Demo
[Re: Shinobi]
#89984
09/16/06 20:49
09/16/06 20:49
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Joined: Jul 2002
Posts: 3,208 Germany
Error014
Expert
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Expert
Joined: Jul 2002
Posts: 3,208
Germany
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First of all, you should increase the speed of the blocks falling over time. Urgency is always a great thing in puzzlegames, as it prevents the game from becoming stale. What I've noticed is that... well, it seems as if it is impossible to lose, really. Either you want to lose or you won't, as you can keep placing the pipes so that a line is complete, which will remove that line and you can go on. That, my friend, isn't so good. Let's try to make this different: Pipes disappear when you connect four or more of them together. That does also help to set your game apart from tetris. Combine that with my neat "water-comes-down-the-pipes"-idea and you have even more urgency which is, as I've stated, the key to true awesomeness in puzzlers. Special missions might also help, for example, the player may earn a nice bonus when he manages to connect four "+"-parts in the next thirty seconds - otherwise he'll lose points, gain a few useless pipes, get only bombs or whatever. Surprises are always good (almost as good as urgency )
Perhaps this post will get me points for originality at least.
Check out Dungeon Deities! It's amazing and will make you happy, successful and almost certainly more attractive! It might be true!
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Re: Pipe Rush // Demo
[Re: Error014]
#89985
09/16/06 21:09
09/16/06 21:09
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Joined: Oct 2003
Posts: 560 Germany / NRW / Essen
Shinobi
OP
User
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OP
User
Joined: Oct 2003
Posts: 560
Germany / NRW / Essen
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every time you come in a higher Level , the falling speed of the Pipes already Increases ( not showen in video , i was cheating ). You can loose of course , at the starting level its mutch easier as in later levels , in later levels you have bombs , unrotateable Pipes , Pipes falling faster and more. And there is a time running down and if you place a pipe without an opening to the bottom , you loose 10 time points. About the special missions , i will make bonus levels , in these levels i can use your examples . The idea with using only the closen pipes and let them disapear if closen , sounds not bad , i will think about that. Thanks...
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Re: Pipe Rush // Demo
[Re: Shinobi]
#89986
09/16/06 22:23
09/16/06 22:23
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Joined: Feb 2005
Posts: 1,785 Jesusland
Towelie
Serious User
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Serious User
Joined: Feb 2005
Posts: 1,785
Jesusland
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Yes, it does look fun and a nice game I can;t wait to play it, I'm buying it. Looks like fun! What I noticed through the game is that, yes, it did look hard to lose, even with bombs. what I was thinking was, to get rid of the pipes, you have to get all of them in that row lite or make a closed ciruit one or what not... However you plan on doing it, is probably best, and it will be fun either way Can't wait amigo
Jimmy died, today, he blew his brains out into the bay, in the state of mind, its my own private suicide.
A stitch in time saves nine... what the hell does that mean?!?
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Re: Pipe Rush // Demo
[Re: Towelie]
#89987
09/16/06 23:00
09/16/06 23:00
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Joined: Oct 2003
Posts: 560 Germany / NRW / Essen
Shinobi
OP
User
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OP
User
Joined: Oct 2003
Posts: 560
Germany / NRW / Essen
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Thanks Towelie for your nice comments. I will try some of the suggestions by Error and Towelie , but i am really happy with that what i have so far , because it will be harder each next level you reach , belive me . Also i won´t give the player the feeling , to loose in just a minute Another thing that came in my mind and maybe make the game harder is that from time to time the game notice the empty places at the bottom and place blocks there , now you have to place a Bomb on a block to get this place free again.
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Re: Pipe Rush // Demo
[Re: Shinobi]
#89988
09/17/06 02:46
09/17/06 02:46
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Joined: Feb 2005
Posts: 1,785 Jesusland
Towelie
Serious User
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Serious User
Joined: Feb 2005
Posts: 1,785
Jesusland
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Your very welcome. To let you know, I'd be overjoyed to get as far as you. You've done amazing. The feeling to loose in a minute is not good, true, however, with how it looked after 3 minutes, it seems impossible to lose, which is where my suggestion came from. You can even notice it in Tetris, that it gets harder by the third minute.
Jimmy died, today, he blew his brains out into the bay, in the state of mind, its my own private suicide.
A stitch in time saves nine... what the hell does that mean?!?
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