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Blubber Bloat
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 PostWed Apr 17, 2013 12:32 pm
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Spoonweaver wrote:
@ Team BMeowR:
I found quite a few bugs with your game that I felt you'd want to know about. First, some of the items that claim to dual wield like the rest don't actually switch over like they say.

Oh snap, what weapons? All of them should be duel-wield capable.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x V
Slime Knight
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 PostThu Apr 18, 2013 3:37 am
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TEAM Charbisac:
NPC Life
Score: 1

Relying on humor is kind of tough. Most people didn't seem to like the joke or heard it other places first. I didn't, but it wore thin pretty fast. The game was super short, which is fine, but you don't really spend any of that time playing.

TEAM Gizchiro:
Gizchiro's Random Collab

Score: 1

This one as has been noted was incomplete. Not much to do here, but there wasn't really much to do in NPC life either.


TEAM Master Kawk:
Time and Time Again
Score:5

I gave some thought to whether I would rate this a 4 or 5. I thought it was a big concept for a one week game, and there are nice graphics and good scripts and overall seemed like the ideal game I would hope to see from a collab week.

TEAM BMeowR:
The Dungeons of Koh-Lah'B
Score:4

I think the concept of this one was to make a roguelike, which I didn't expect from this competition. That seems like a pretty tricky thing to pull off and I found it successful in some ways, and more fun than I thought it would be. It does have some bugs though and balance issues.



TEAM Sleepzuma:
Undeadliest
Score:3

I liked the graphics a lot here, other than the plus signs. Those made it a little too random what I was picking up. I enjoyed the concept of slowing down the zombies so you can run away, but while it was conceptually sound and visually appealing I didn't enjoy it as much as the previous two games. I didn't like the battle music.
Liquid Metal King Slime
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 PostThu Apr 18, 2013 4:25 am
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TEAM Charbisac:
NPC Life
This game was kinda funny. It had a couple neat things in it, like getting drunk and the world going crazy. But that didn't actually seem to work right, and having the character remain upside after the joke was over was just kind of annoying.
2/5

TEAM Gizchiro:
Gizchiro's Random Collab
This game was really under done, but what was there was pretty good. It made me want to play more of it. Might have done really well if it was more complete.
2/5


TEAM Master Kawk:
Time and Time Again
Great idea, and solid follow through. Every part of this game seems really solid, and parts of it are amazing. Though there is room for improvement, this game is easily one of the ohr's finest works.
5/5


TEAM BMeowR:
The Dungeons of Koh-Lah'B
I actually really like the game idea here. However the dungeon generator issuses and balance problems take this game from good to only ok.
You gotta love when the community stars in the game though. V
3/5

TEAM Sleepzuma:
Undeadliest
This game has some really neat graphics, and the over all feel of the game really got me into it. But it got boring really quickly.
3/5
Red Slime
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 PostThu Apr 18, 2013 4:34 am
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Team Charbile Misac: NPC Life 1.8/5
Like simple graphics, reminds abit of early Ultimas.
Cussing seems unneccesary after the second time.
Ending was funny.





Team Gizmog Ichiro: Gizchiro's Random Collab 1.7/5

Opening dialogue quite interesting, Like graphics except the thralls, didn't like fighting bums.
Music is quite good, but menu sounds are VERY annoying, ie much too loud.




Meowskivitch & BMR: Dungeons of Koh'lab 3.2/5.

Nice dungeon generation. Found an invisible wall on level two.
More fun trying to stay away from the monsters than trying to fight them as is. Recovery items seem either rare or non existant.


Master K & SDhawk: Time and Time Again 3.8/5
Very nicely made, no bugs. Good dialogue. Finding undiscovered events fun. Repeating already learned events slowly becomes slightly tedious.
"a manticore asks a wizard whether it, only being 10% human, has a soul like they do. The answer is that the mere act of wondering whether one has a soul is proof of having one."
-Found on TVTropes
Metal Slime
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 PostFri Apr 19, 2013 11:58 am
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Gizchiro's Random Collab [1/5]

Should probably be posted in future editions of this contest as a warning about what happens when there's a communication failure.

NPC Life [2/5]

I probably got marginally more enjoyment out of this by trying to figure out where misac did something and where Charbile did something, but that's an aspect only someone who watched the development in IRC could appreciate. Regardless, there's more here than in Gizchiro's entry, so it ranks higher nearly by default. Was fun to see Charbile with his polish pants down.

The Dungeons of Koh-Lah'B [3/5]
Undeadliest [4/5]

Being the two most gamey entries, these were the trickiest to judge. They're also somewhat similar in that they are both about picking up an annoyingly large number of items while trudging through areas with battles of attrition. If you're going to have that many treasures at least be kind enough to make picking them up triggered by on touch.

So what it boils down to is which one featured the most interesting areas to slog through, and which one featured the more interesting battles of attrition.

Although I have a soft spot for walking through long passageways with nondescript rectangular rooms, Undeadliest is the pretty clear winner on exploration. Not only are the visuals a real treat, but the goofy text boxes add some flavor to the zombie apocalypse. Had the items been placed more sparingly, I could have seen it really gelling together as an intense roulette draw to find the next house to find much needed supplies. As is, I got bored of wandering the town about halfway through it and ended up cheating my way through to check out the rest of it.

So for battles you'd probably expect Dungeons to win out on account of having more than one enemy. This isn't really the case, I got more out of Undeadliest's battles of essentially hoping you get lucky with a roll than I did out of Dungeons' hope-you-have-enough-equipment-to-beat-this-thing-and-if-you-dont-it-will-be-clear-quite-quickly. Most of the finest moments of roguelikes are about quickly shifting through your inventory and trying to come up with some crazy way to get yourself out of a mess, but that just isn't available in Dungeons yet.

So while I think Dungeons is a pretty great start to a roguelike, it's clearly missing the components that make the genre exciting to play. Undeadliest's mechanics also don't really work yet, but it has just enough personality to make it more interesting to play through.
Metal Slime
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 PostSat Apr 20, 2013 6:11 am
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I will write this as a fellow game developer, but only because we're friends and the words might not be wasted.

You can't make a good game in a week, not by any real standards. Do we ever learn anything from this? In making throw away games. So far as other ohr game developers' feedback and ratings. We learn what it takes to please other game makers. We should all know the list by now: good graphics, no cursing or nudity, nothing too edgy content wise, and most importantly of all is to wow them with scripting.

So I'll give the other teams' games a 5/5. And my reviews are pretty much the above. Well, they would be more like a conversation I had with Spoon tonight, that began like this:

Charbile> spoon
Spoonweaver[1]> yes i am
Charbile> do you ever take criticism on your ohr work from other ohr game makers to heart
Charbile> seeking to improve your games to please them
Spoonweaver[1]> to heart? no not really why
Spoonweaver[1]> I take it under advisement, I'd say
Charbile> do you give criticism to other ohr game makers believing they will
Spoonweaver[1]> no
Charbile> then why do you rate games
Charbile> to whom do you rate them for?
Slime Knight
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 PostSun Apr 21, 2013 9:42 am
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charbile wrote:
I will write this as a fellow game developer, but only because we're friends and the words might not be wasted.

You can't make a good game in a week, not by any real standards. Do we ever learn anything from this? In making throw away games. So far as other ohr game developers' feedback and ratings. We learn what it takes to please other game makers. We should all know the list by now: good graphics, no cursing or nudity, nothing too edgy content wise, and most importantly of all is to wow them with scripting.

So I'll give the other teams' games a 5/5. And my reviews are pretty much the above. Well, they would be more like a conversation I had with Spoon tonight, that began like this:

Charbile> spoon
Spoonweaver[1]> yes i am
Charbile> do you ever take criticism on your ohr work from other ohr game makers to heart
Charbile> seeking to improve your games to please them
Spoonweaver[1]> to heart? no not really why
Spoonweaver[1]> I take it under advisement, I'd say
Charbile> do you give criticism to other ohr game makers believing they will
Spoonweaver[1]> no
Charbile> then why do you rate games
Charbile> to whom do you rate them for?


I give this post a 2/5. It contained too much "real life" stuff, and it made me uncomfortable.

The spoiler only proved marginally exciting, I'm used to better ones.


--

That gave me an idea, actually.

I would like to suggest at least one contest, where in addition to whatever theme or time constraints there are, each person who declares they are entering has to list something specific they are trying to learn or achieve with their entry. When I say specific I mean it has to be quantifiable. "I want to script a battle system" or "I want to have 15 fluid attack animations" Not something like: "I want it to feel epic!!1" or "I want to make the writings good and the drawings more betterer"

The entry would then be judged based on that criteria, if you rate it low say why and give examples of what would make it good. This doesn't really change the rating mattering, but at least you are most likely going to learn something.
Metal King Slime
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 PostSun Apr 21, 2013 2:44 pm
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crowtongue wrote:
charbile wrote:
I will write this as a fellow game developer, but only because we're friends and the words might not be wasted.

You can't make a good game in a week, not by any real standards. Do we ever learn anything from this? In making throw away games. So far as other ohr game developers' feedback and ratings. We learn what it takes to please other game makers. We should all know the list by now: good graphics, no cursing or nudity, nothing too edgy content wise, and most importantly of all is to wow them with scripting.

So I'll give the other teams' games a 5/5. And my reviews are pretty much the above. Well, they would be more like a conversation I had with Spoon tonight, that began like this:

Charbile> spoon
Spoonweaver[1]> yes i am
Charbile> do you ever take criticism on your ohr work from other ohr game makers to heart
Charbile> seeking to improve your games to please them
Spoonweaver[1]> to heart? no not really why
Spoonweaver[1]> I take it under advisement, I'd say
Charbile> do you give criticism to other ohr game makers believing they will
Spoonweaver[1]> no
Charbile> then why do you rate games
Charbile> to whom do you rate them for?


I give this post a 2/5. It contained too much "real life" stuff, and it made me uncomfortable.

The spoiler only proved marginally exciting, I'm used to better ones.


--

That gave me an idea, actually.

I would like to suggest at least one contest, where in addition to whatever theme or time constraints there are, each person who declares they are entering has to list something specific they are trying to learn or achieve with their entry. When I say specific I mean it has to be quantifiable. "I want to script a battle system" or "I want to have 15 fluid attack animations" Not something like: "I want it to feel epic!!1" or "I want to make the writings good and the drawings more betterer"

The entry would then be judged based on that criteria, if you rate it low say why and give examples of what would make it good. This doesn't really change the rating mattering, but at least you are most likely going to learn something.



BMR likes this idea. And it could even be applied to existing games. Kinda gives you a goal to work for, and then you're judged based on that goal. In the end, it also improves whatever your working on, or at least it'll improve your skills.
Being from the third world, I reserve the right to speak in the third person.

Using Editor version wip 20170527 gfx_sdl+fb music_sdl
Slime Knight
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 PostSun Apr 21, 2013 4:25 pm
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BMR wrote:
crowtongue wrote:
charbile wrote:
I will write this as a fellow game developer, but only because we're friends and the words might not be wasted.

You can't make a good game in a week, not by any real standards. Do we ever learn anything from this? In making throw away games. So far as other ohr game developers' feedback and ratings. We learn what it takes to please other game makers. We should all know the list by now: good graphics, no cursing or nudity, nothing too edgy content wise, and most importantly of all is to wow them with scripting.

So I'll give the other teams' games a 5/5. And my reviews are pretty much the above. Well, they would be more like a conversation I had with Spoon tonight, that began like this:

Charbile> spoon
Spoonweaver[1]> yes i am
Charbile> do you ever take criticism on your ohr work from other ohr game makers to heart
Charbile> seeking to improve your games to please them
Spoonweaver[1]> to heart? no not really why
Spoonweaver[1]> I take it under advisement, I'd say
Charbile> do you give criticism to other ohr game makers believing they will
Spoonweaver[1]> no
Charbile> then why do you rate games
Charbile> to whom do you rate them for?


I give this post a 2/5. It contained too much "real life" stuff, and it made me uncomfortable.

The spoiler only proved marginally exciting, I'm used to better ones.


--

That gave me an idea, actually.

I would like to suggest at least one contest, where in addition to whatever theme or time constraints there are, each person who declares they are entering has to list something specific they are trying to learn or achieve with their entry. When I say specific I mean it has to be quantifiable. "I want to script a battle system" or "I want to have 15 fluid attack animations" Not something like: "I want it to feel epic!!1" or "I want to make the writings good and the drawings more betterer"

The entry would then be judged based on that criteria, if you rate it low say why and give examples of what would make it good. This doesn't really change the rating mattering, but at least you are most likely going to learn something.



BMR likes this idea. And it could even be applied to existing games. Kinda gives you a goal to work for, and then you're judged based on that goal. In the end, it also improves whatever your working on, or at least it'll improve your skills.


I Support this idea!
Yes, I have nothing more to say.
"I can't buy food with glory"
Slime Knight
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 PostSun Apr 21, 2013 7:55 pm
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BMR wrote:

BMR likes this idea. And it could even be applied to existing games. Kinda gives you a goal to work for, and then you're judged based on that goal. In the end, it also improves whatever your working on, or at least it'll improve your skills.


Yeah you're right, there's no reason to have to start a new project to do a "contest" like that. Good thinking.
Metal King Slime
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 PostMon Apr 22, 2013 4:14 am
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BMR moves to have this as as an official May-long "contest".

Anyone second the motion?
Being from the third world, I reserve the right to speak in the third person.

Using Editor version wip 20170527 gfx_sdl+fb music_sdl
Liquid Metal King Slime
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 PostMon Apr 22, 2013 4:15 am
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I motion for all this to be moved to another thread.
Metal King Slime
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 PostMon Apr 22, 2013 5:30 am
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I second Spoon's motion.
Being from the third world, I reserve the right to speak in the third person.

Using Editor version wip 20170527 gfx_sdl+fb music_sdl
Slime Knight
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 PostMon Apr 22, 2013 3:02 pm
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So, What we are Waiting for? Let's create the thread and make a Preparation for this new "Contest"!
"I can't buy food with glory"
Blubber Bloat
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 PostMon Apr 22, 2013 3:11 pm
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What am I missing?
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x V
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