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Download and play Shelled! (open beta)
Download and play Shelled! (open beta)
| Name: | Joshua Dallman | ![]() |
|---|---|---|
| Date Posted: | Oct 06, 2006 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Joshua Dallman |
Blog post
Download and play Shelled!
I am making this available through this blog so that we have as many players as possible playing online games this weekend during the Community Weekend. I am also interested in hearing player feedback too, as always (though big changes are already in the works).
Download and check out!
Josh
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 |
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Submit your own resources!| David Stewart (Oct 06, 2006 at 03:15 GMT) |
Any particular times?
| Charles B (Oct 06, 2006 at 03:49 GMT) |
| Joshua Dallman (Oct 06, 2006 at 03:54 GMT) |
think around 7pm-late-ish
sorry, windows only
| Tom Feni (Oct 06, 2006 at 04:06 GMT) |
lol
havent tried it multiplayer yet.. maybe this weekend
| Rob Sandbach (Oct 06, 2006 at 09:50 GMT) |
Can't wait to get some MP action going :)
| Eric Forhan (Oct 06, 2006 at 12:04 GMT) |
Ahh... it's only downloading about 4MB then ending.
Edited on Oct 06, 2006 12:06 GMT
| Stefan Lundmark (Oct 06, 2006 at 12:05 GMT) |
| Gary Preston (Oct 06, 2006 at 12:33 GMT) |
Edit: Sites back :)
If anyone wants to host a multi-player, check that your router forwards the following ports and that they're open on your firewall:
28000-28002 UDP
1031 UDP
1048 UDP
With those open/forwarded your game should appear on the master server for others to join in.
Edited on Oct 06, 2006 19:44 GMT
| Eric Forhan (Oct 06, 2006 at 13:16 GMT) |
| Rob Parton (Oct 06, 2006 at 13:29 GMT) |
| Simon Love (Oct 06, 2006 at 16:48 GMT) |
| Jeff Murray (Oct 06, 2006 at 18:26 GMT) |
| Jeremy Alessi (Oct 06, 2006 at 19:14 GMT) |
In general the game just seems very slow moving and although it probably requires some strategy I don't think it requries enough to be this slow. I'll try multiplayer as soon as some games are up or I'll try it on the LAN with some people if I get a chance. Back to the power meter for a second .... if it's supposed to be more strategic why not let people control the power slider instead having it automated?
I know you're already taken a beating on this game in the past but to me it just doesn't seem to be tight. All of the gameplay elements seem very loosely thrown together and I think you need to tie everything up more. Give it a more purposeful logic. Even the shells just seem like they were thought up to have cool functions but it doesn't seem like much more than preference when choosing which one to attack with. Perhaps there should be more of a rock paper scissors/pokemon strategy to the game?
For example if the terrain had more elements aside from elevation differences on it that blocked certain shells etc... and players could see what shells other players had then they could try to maneauver themselves to a safe location according to their enemies powers ... meanwhile the attacking player would be rushed a bit to get them. As it is right now there is very little of this tension. Of course as I said I haven't played multiplayer yet so I'm going to put in a bit more time. Initially at least this is my impression.
| Jeremy Alessi (Oct 06, 2006 at 19:46 GMT) |
As far as the gameplay goes neither of us could become engaged both agreeing again that the power meter takes up waaaaaaay too much time. It pretty much disconnects you from the game, perhaps even get rid of it. As far as I can tell using 100% all the time serves up the best results anyway. I can nail someone close or far by using full power with the correct angle (this would also allow you to fire as you fly). Another idea ... perhaps you can allow people to charge their jets quicker? I'm not sure if this is just a relativity thing ... i.e. its so much more fun to fly than to shoot because the power meter is ridiculous but allowing more movement more often would be better. Also I could see this playing into the game strategy because you would purposely attempt to aim for someone who you know is going to run out of boost soon and have to predict where they are going to land. I know that at the moment you do this already but there's not much urgency because once someone is grounded they are there for a long time. As I said though this is a sort of side thought because I want to fly more ... probably because the actually aiming and shooting isn't fun ... although it is fun to hit someone.
A few more things that would better the experience have to do with the aesthetics. I know you're trying to keep a small download size and so you don't want to use high res images of the levels for level selection. Perhaps what you could do is make them smaller and use a tiled background behind them. Right now one of the first things my gf noticed was how fuzzy those shots were. I explained why ... but that doesn't really matter it portrayed the game as low quality to her. Either increase the res and download or shrink the GUI images so the pixels are tighter. One other thing about level selection that would be nice is if the levels would wrap back around as you select so once you get to the last level you don't have to scroll back through all of them to get to the first again. I think that's pretty standard practice.
Edited on Oct 06, 2006 21:29 GMT
| Canon (Oct 06, 2006 at 23:20 GMT) |
| Ian Roach (Oct 06, 2006 at 23:54 GMT) |
| Jeremy Alessi (Oct 07, 2006 at 08:11 GMT) |
This go round I switched my strategy though to lower power more angle adjustments but still it's a bit tedious as compared to Orbz which somehow manages to flow. I think the power meter is just too big (as a span of precision gameplay wise and as a GUI element) and even if the later levels are so huge you need all 100% then perhaps a ramp up system could be used where you open up larger power meters to compensate (do it automatically). In the early levels where battles are close you don't need all that power and so it can be confusing for a new comer. Now if the power meter moved quicker and maybe 100% on the first level wasn't the same as 100% on a later level it'd be easier to jump in.
Anyway, it is fun but it takes a bit of time to realize what you were thinking. It's funny but as designers we are essentially communicating to people via a new language. Not unlike crying babies, we initially have a hard time communicating what we want the player to do. Slowly, we begin to really understand the language of design. Eventually, we are able to express elegantly what the player should do. This game has definitely progressed a long way from IGC last year. However, you still aren't communicating your vision to the player efficiently enough for them to catch on and then remain with the game to discover its depths.
Edited on Oct 07, 2006 08:16 GMT
| Ajari Wilson (Oct 08, 2006 at 08:37 GMT) |
-Ajari-
| Mincetro (Oct 08, 2006 at 12:43 GMT) |
The only problem I have, I too see no text on the options screen. Also, I felt the power bar moved a tad too slowly.
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