Author Topic: game design failure  (Read 7678 times)

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Offline nemo

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game design failure
« on: June 23, 2010, 03:20:40 pm »
if you have some time, get to the last level.. and then figure out the most efficient way to beat the puzzle. hint: 2/3 of the whole level is completely unnecessary and can be bypassed.
http://www.gamegum.com/game/9833/astronaught-x/


Offline DJ Omnimaga

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Re: game design failure
« Reply #1 on: June 23, 2010, 03:23:37 pm »
Well I would, if I could finish the first level at all...

Offline calcdude84se

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Re: game design failure
« Reply #2 on: June 23, 2010, 03:28:08 pm »
Let me play the game first. Then I'll call it a fail, too. :P
« Last Edit: June 23, 2010, 03:28:34 pm by calcdude84se »
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I'll put it online when it does something.

Offline nemo

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Re: game design failure
« Reply #3 on: June 23, 2010, 03:29:13 pm »
it's kind of a shame too, because if it actually worked like intended it would be a tricky puzzle.


Offline DJ Omnimaga

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Re: game design failure
« Reply #4 on: June 23, 2010, 03:31:13 pm »
Could you maybe post a video for the people who are unable to get past the first few levels? (HyperCam2 or CamStudio)
« Last Edit: June 23, 2010, 03:31:33 pm by DJ Omnimaga »

Offline nemo

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Re: game design failure
« Reply #5 on: June 23, 2010, 03:45:34 pm »
i'm not sure how to video it. i would post some screenshots but apparently screenshots don't include flash elements.

regardless, this is why it fails. this is the map:

Player                                                            
_____        |                                                        |
K         ---- |REALLY HARD OBSTACLES IN THIS BOX    |


        _______
_____

P is the player. K is a necessary Key for survival. ___ is a solid block. --- is a block that disappears/reappears over time. the game is set up that you need to go to the right, through the really hard obstacles, and then come back through the really hard obstacles to retrieve the key. or.. you could just stand on the disappearing block and retrieve the key. the "really hard obstacles" is about half - 2/3 of the map so it's really easy to just skip it.
« Last Edit: June 23, 2010, 03:57:40 pm by nemo »


Offline DJ Omnimaga

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Re: game design failure
« Reply #6 on: June 23, 2010, 03:54:41 pm »
oh ok x.x Strange

What about CalcCapture? Unless the browser window title constantly changes when the page is opened, I believe it could work, if you setup CalcCapture accordingly.

Offline Tribal

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Re: game design failure
« Reply #7 on: June 23, 2010, 05:31:55 pm »
Yeah, that last level must have not been thought out very well or something x.x

For those who don't have time to play or cannot reach the level, here is what it looks like:


The skinnier blocks disappear soon after touching them.
The bigger ones do not move or disappear, with the exception of the one immediately to the left of my character, which is constantly moving from the right-most block to around the position it is now.
« Last Edit: June 23, 2010, 05:33:26 pm by Tribal »

Offline DJ Omnimaga

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Re: game design failure
« Reply #8 on: June 23, 2010, 05:58:55 pm »
Is the shortcut like going down from the first falling block, taking the key, going to the switch then the door?

Offline Tribal

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Re: game design failure
« Reply #9 on: June 23, 2010, 06:04:52 pm »
Kind of, you need to activate the switch for the tile below the key to appear, since you can't jump up that high.

Offline DJ Omnimaga

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Re: game design failure
« Reply #10 on: June 23, 2010, 06:06:51 pm »
oh ok. I assume it's the top of the level and the complete bottom that is useless, right?

Offline Tribal

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Re: game design failure
« Reply #11 on: June 23, 2010, 06:12:33 pm »
For what I was seeing, the entire bottom part and top part are useless, since after you jump down from that first block, you can catch a ride on the moving block over to the switch and back again, and back yet again to jump down to the door since you go through the block if you don't hit the top of it, or close.

Offline DJ Omnimaga

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Re: game design failure
« Reply #12 on: June 23, 2010, 06:18:13 pm »
Aaah ok tanks for the info ^^

Now if only I could beat the other levels. Often I try jumping but it won't detect my jump x.x

Offline nemo

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Re: game design failure
« Reply #13 on: June 23, 2010, 08:29:51 pm »
thanks tribal. and yeah the collision detection is pretty stupid.. you can jump up through most blocks (Except spikes which kill you). the game does show promise if made well, though.


Offline DJ Omnimaga

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Re: game design failure
« Reply #14 on: June 23, 2010, 08:39:10 pm »
I admit that in terms of collision detection, I saw worse, though. *points to Vlax in Omnimaga arcade*
« Last Edit: June 23, 2010, 08:39:28 pm by DJ Omnimaga »