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feedback/beta testers wanted

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feedback/beta testers wanted 2016-03-21 17:53:38


I am polishing up a game i made a while ago, but before i release it i would like some feedback.

Specifically i am look to find out if the levels are too hard to figure out.
The demo here features 20 levels finishing with a boss level.

If you have a second, play through it and let me know your thoughts, it would be a huge help to me!

You can check out the beta preview here:


Hard but not very entertaining.

I think it would be more fun if you controlled the intruders and had to figure out a way to enter without the blades killing you.


-T

Response to feedback/beta testers wanted 2016-03-22 00:59:48


At 3/21/16 05:53 PM, sebbdk wrote: Specifically i am look to find out if the levels are too hard to figure out.

Rather hard to test a mobile game on PC. I couldn't get past the level where they are 5 of them. I could see it being easier with touch controls on a phone where I could control more than one saw at the same time.

Response to feedback/beta testers wanted 2016-03-22 15:51:40


At 3/21/16 06:39 PM, tirsod2000 wrote: Hard but not very entertaining.

I think it would be more fun if you controlled the intruders and had to figure out a way to enter without the blades killing you.

First of all, thank you for for being direct, feedback i have gotten so far have been sketchy.

Yeah i thought about it, maybe i will make a variation game later, first i wanna finish this tho, even if it ends up not being the greatest game.

Keeping the dragging blades, what would you think could make it more fun, or the other way around, what turned you off, the controls, the graphics or or maybe i just need to add some more humor in there?

I entertained the thought of just have heroes spawn, and making it a endless game with upgrades, like more or faster blades instead, what do you think?

Response to feedback/beta testers wanted 2016-03-22 16:03:41


At 3/22/16 12:59 AM, HeroPower wrote:
At 3/21/16 05:53 PM, sebbdk wrote: Specifically i am look to find out if the levels are too hard to figure out.
Rather hard to test a mobile game on PC. I couldn't get past the level where they are 5 of them. I could see it being easier with touch controls on a phone where I could control more than one saw at the same time.

Yeah the levels require a bit a ingenuity to find a solution for, and possibly too much, i already removed some of the harder levels.

In the initial levels i only ramp up on more of the same to try an teach people to use the side of the screen to their advantage, maybe i need to make that more clear with some hints. Later levels have a lot more enemy variation, and being able to use this is important.

I assure you tho, all levels have viable solutions with a mouse, i originally made it as a PC game for a game jam.
I had it play-tested on mobile by a few people and it did not seem substantially easier, actually people seemed to have more trouble, because of the added multitouch.

Also, thank you for you feedback!

Response to feedback/beta testers wanted 2016-03-22 20:30:41


"What turned you off?"
Probably the lack of action. The blades felt slow, and killing the intruders didn't feel too rewarding.
The menu is one of the first impressions your game will make (apart from the preview images or trailers). A static image that doesn't even make a sound when you press it feels very... meh.

"what would you think could make it more fun?" (for me)
1. Make the game endless, it's easier, and designing every level will get boring/tedious after a while.
2. If you could throw the blades, and watch them bounce on the walls (two or three times before they break, and you can increase their durability with upgrades)
3. Killing enemies has to feel rewarding, like you acomplished something. They can't just lay down and dissapear. They should explode into the coins you will spend on the upgrades.
4. Particles. A lot of them. The blood, the metal sparks, the coins, the walls being destroyed by the blades.
5. Maybe a "tower defense" twist where you can place obstacles in their way.

Also, if you are going to release the game for smartphones, please, avoid making the ads very intrusive. I HATE watching ads everytime I lose. One when you open the game is fine, a little banner, or the first time you press play.

At 3/22/16 03:51 PM, sebbdk wrote:
At 3/21/16 06:39 PM, tirsod2000 wrote: Hard but not very entertaining.

I think it would be more fun if you controlled the intruders and had to figure out a way to enter without the blades killing you.
First of all, thank you for for being direct, feedback i have gotten so far have been sketchy.

Yeah i thought about it, maybe i will make a variation game later, first i wanna finish this tho, even if it ends up not being the greatest game.

Keeping the dragging blades, what would you think could make it more fun, or the other way around, what turned you off, the controls, the graphics or or maybe i just need to add some more humor in there?

I entertained the thought of just have heroes spawn, and making it a endless game with upgrades, like more or faster blades instead, what do you think?

-T

Response to feedback/beta testers wanted 2016-03-23 06:22:18


At 3/22/16 08:30 PM, tirsod2000 wrote: "What turned you off?"
Probably the lack of action. The blades felt slow, and killing the intruders didn't feel too rewarding.
The menu is one of the first impressions your game will make (apart from the preview images or trailers). A static image that doesn't even make a sound when you press it feels very... meh.

"what would you think could make it more fun?" (for me)
1. Make the game endless, it's easier, and designing every level will get boring/tedious after a while.
2. If you could throw the blades, and watch them bounce on the walls (two or three times before they break, and you can increase their durability with upgrades)
3. Killing enemies has to feel rewarding, like you acomplished something. They can't just lay down and dissapear. They should explode into the coins you will spend on the upgrades.
4. Particles. A lot of them. The blood, the metal sparks, the coins, the walls being destroyed by the blades.
5. Maybe a "tower defense" twist where you can place obstacles in their way.

Also, if you are going to release the game for smartphones, please, avoid making the ads very intrusive. I HATE watching : : ads everytime I lose. One when you open the game is fine, a little banner, or the first time you press play.

You make some very valid points, the game needs to be a bit more actiony'.

I would go with interstitial ads, so no banners, but with a sensible time in between them, 2-3 minutes minimum and only at times where they make sense, ads are a combo breaker for immersion.

Also i would integrate a ad remover, which can be bought for 1$.

again, thanks a ton for your thoughts!

Response to feedback/beta testers wanted 2016-03-23 10:24:39


again, thanks a ton for your thoughts!

You are welcome, good luck with your game :)


-T