MAKE SURE TO RUN IN A 16:10 SCREEN RATIO, like 1280 by 800, or 640 by 400 et cetera.
Get the other team's flag and return it to your base.
Umm.... Well, this might have been a very poorly-thought-out design. Multiplayer games aren't really any fun when there is no one playing. <Facepalm> You live and learn, I guess.
I couldn't get the game to join a server or host a server. Menu had scaling issues for me. Was unable to create web server.
Z
Zaeche19 Dec 2015, 23:51
I actually pulled a friend of mine in to give this a shot. Here's some feedback (I hope it helps!):
- Just a heads up but there were some latency issues (we were playing over the Internet); that said, good job on the network coding (it's such a pain). The initial setup of the UI was a bit confusing, but we did manage to connect in the end, so there's that.
- The controls were clever, I really liked the execution of the theme. They still require some tweaking and balancing but you have something good (iterate it). I felt it was a perfect suit for the mouse (felt a bit off when using A/S).
- The objective was simple but fun, and allowed us to focus on trying to outdo the other. A note on the avatar interactions (when the players collide): they need some tweaking (right now colliding doesn't seem to do much?) Good job on the level design (didn't seem to be disruptive to the mechanics or objective).
- Kudos on the audio, 'twas pleasant.
((Also consider playing with a press-hold-drag-release scheme for the right-mouse button so that the player can 'choose' where to dash by 'swiping' the mouse--opposite direction's fine but the game would be more fast-paced/responsive with more control))
Couldn't manage to connect to a server, the all interface was very confusing. A few screenshots would also be very welcome before trying the game. Kudos for pulling out a multiplayer game in such time constraints.
Hi! It's Rodzos, remember? I was about to play with you on my stream, but you left. I was only able to play with myself by using several windows. So... um... I don't even think you have a second chance to play with me.
Still, a good game. The menu is complicated and messy, but the gameplay is interesting, and I liked the music, too. Also, there was no option to use 16:10 ratio for me.
Comments10
- Just a heads up but there were some latency issues (we were playing over the Internet); that said, good job on the network coding (it's such a pain). The initial setup of the UI was a bit confusing, but we did manage to connect in the end, so there's that.
- The controls were clever, I really liked the execution of the theme. They still require some tweaking and balancing but you have something good (iterate it). I felt it was a perfect suit for the mouse (felt a bit off when using A/S).
- The objective was simple but fun, and allowed us to focus on trying to outdo the other. A note on the avatar interactions
(when the players collide): they need some tweaking (right now colliding doesn't seem to do much?) Good job on the level design (didn't seem to be disruptive to the mechanics or objective).
- Kudos on the audio, 'twas pleasant.
((Also consider playing with a press-hold-drag-release scheme for the right-mouse button so that the player can 'choose'
where to dash by 'swiping' the mouse--opposite direction's fine but the game would be more fast-paced/responsive
with more control))
You should make a Blog post and keep playing online a few hours to allow peoples to play and vote.
+ Concept seems nice
+ Audio is great
Con:
- Didn't find someone to play with >.<
Obs:
o So I'm just voting for Audio this time ^^;
Great work!
Still, a good game. The menu is complicated and messy, but the gameplay is interesting, and I liked the music, too. Also, there was no option to use 16:10 ratio for me.