by date
sploidz open beta, shelled update
sploidz open beta, shelled update
| Name: | Joshua Dallman | ![]() |
|---|---|---|
| Date Posted: | May 30, 2006 | |
| Rating: | 5.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Joshua Dallman |
Blog post
first of all I haven't gotten any feedback whatsoever on sploidz yet, so I'm pushing the closed beta 1 for that into the open
it's a simple gem dropping matching T2D game, nothing fancy
will be released for free as a promo
so don't expect a full featured game or anything innovative, but all the same I still need feedback and testing

http://www.redthumbgames.com/sploidz/download/beta1
download and play! (win only)
second, the shelled closed beta is effectively over. thanks to everyone who participated.
some feedback:
"this is a very fun game!"
"Awesomely fun, the feeling when everybody is shooting shells is just wicked."
"I think you have a winner. =)"
"If you wanted to capture the feel of Scorched Earth, you succeeded, Shelled is way more fun."
"Great time-killer, intuitive, fun...woa."
feedback is landing shelled with average of 3-4 out of 5 stars, which I'm quite happy with.
the general concensus is that the game pace could be improved (more action, faster action) and the game needs more polish (UI in particular)
the controls are "in the bag" scoring high marks for understanding/usability which is a relief as well
but no "back to square one" - definitely over the hump and just need to finish things off proper now
some specific feedback from the gg guys included pearls such as "a consistent art style and quality level is more important than the production value any one art asset"
or getting me thinking about the frequency/entropy dimension of certain UI elements
or the idea of game components "pulling their weight"
even just bs'ing and playing the "what if x was moved y and we added z" game was great fun and reminded me of what sucks about remote teams (inability to bs/creative in real time)
thanks again for the feedback and playing gg
but you lose points with me for not emptying the keg (for shame guys, for shame)
so given the feedback from the beta1
and the feedback from the gg guys
instead of pushing ahead with an end of june release as planned
I'm going to delay yet again
finish things off right
and get that extra fraction of a percentile in conversion ratio for the final release :)
specifically, the HUD is getting a COMPLETE make-over, both re-arranging and art-wise
the menus and UI is also getting a complete make-over almost from scratch
and some decisive changes will be made to increase the speed and action of the game
while keeping it firmly away from being a fps-fragfest
and of course bugs will be hunted and squashed (ESPECIALLY network play bugs which are heavy right now due to inadequte network testing until now)
but no "feature-itis" - nothing being added per se, just more smoothly blended, refined, and defined!
the next beta (beta2 / closed beta) will be in TWO MONTHS - end of july
lots of work to do until then
lots of work...
it's a simple gem dropping matching T2D game, nothing fancy
will be released for free as a promo
so don't expect a full featured game or anything innovative, but all the same I still need feedback and testing
http://www.redthumbgames.com/sploidz/download/beta1
download and play! (win only)
second, the shelled closed beta is effectively over. thanks to everyone who participated.
some feedback:
"this is a very fun game!"
"Awesomely fun, the feeling when everybody is shooting shells is just wicked."
"I think you have a winner. =)"
"If you wanted to capture the feel of Scorched Earth, you succeeded, Shelled is way more fun."
"Great time-killer, intuitive, fun...woa."
feedback is landing shelled with average of 3-4 out of 5 stars, which I'm quite happy with.
the general concensus is that the game pace could be improved (more action, faster action) and the game needs more polish (UI in particular)
the controls are "in the bag" scoring high marks for understanding/usability which is a relief as well
but no "back to square one" - definitely over the hump and just need to finish things off proper now
some specific feedback from the gg guys included pearls such as "a consistent art style and quality level is more important than the production value any one art asset"
or getting me thinking about the frequency/entropy dimension of certain UI elements
or the idea of game components "pulling their weight"
even just bs'ing and playing the "what if x was moved y and we added z" game was great fun and reminded me of what sucks about remote teams (inability to bs/creative in real time)
thanks again for the feedback and playing gg
but you lose points with me for not emptying the keg (for shame guys, for shame)
so given the feedback from the beta1
and the feedback from the gg guys
instead of pushing ahead with an end of june release as planned
I'm going to delay yet again
finish things off right
and get that extra fraction of a percentile in conversion ratio for the final release :)
specifically, the HUD is getting a COMPLETE make-over, both re-arranging and art-wise
the menus and UI is also getting a complete make-over almost from scratch
and some decisive changes will be made to increase the speed and action of the game
while keeping it firmly away from being a fps-fragfest
and of course bugs will be hunted and squashed (ESPECIALLY network play bugs which are heavy right now due to inadequte network testing until now)
but no "feature-itis" - nothing being added per se, just more smoothly blended, refined, and defined!
the next beta (beta2 / closed beta) will be in TWO MONTHS - end of july
lots of work to do until then
lots of work...
Recent Blog Posts
| List: | 09/27/08 - Leaving GarageGames, Moving to Africa 09/24/08 - Restoring Rhonda Developer Interview 09/22/08 - Interview with TGE MMO Developer 09/15/08 - Torque Dev Interviews Page 09/08/08 - Twintale Finds Gold with TGB and Match-3 08/31/08 - new blog for casual/indie devs 08/23/08 - Shelled on GameTunnel 08/13/08 - New Shelled! video & $5 special |
|---|
Submit your own resources!| Tim Sullivan (May 30, 2006 at 23:30 GMT) |
My girlfriend and I played a couple of rounds of this, and came up with a few things:
1) The explosion sounds are somewhat jarring. When you make a grouping in, say, Bejeweled, there is a pleasant sound, rewarding, which really makes a difference. Every time I made a grouping in Sploids, I grimaced with every explosion. Yah, I know they're grenades, but still: jarring.
2) I like the little details: the sliding bottom grenades, that come up, the launching point, that kind of thing. You should consider a little more detail: little bounces as they land, a more 3d look to the images, etc.
3) The fonts are hard to read. Consider making them larger, or more clear.
I'll play a little more tonight and update if I think of anything else.
| Anthony Fullmer (May 30, 2006 at 23:54 GMT) Resource Rating: 5 |
| Chris Calef (May 31, 2006 at 06:46 GMT) |
Quote:
but you lose points with me for not emptying the keg (for shame guys, for shame)
dammit, Justin, I thought you were on that! Sorry Joshua, it'll never happen again.
| Simon Love (May 31, 2006 at 16:08 GMT) |
The GG guys did not finish the keg??? And they dare call themselves indie game devs? Pfffffft
| Alienforce (Aug 12, 2006 at 11:51 GMT) |
You must be a member and be logged in to either append comments or rate this resource.



5.0 out of 5


