A casual RPG for those who like to relax...Untapped is a highly unfinished WIP and I am releasing it here essentially for Alpha testing.While lots of effort has gone into the art, music and narrative elements, they are essentially a wrapper for a 'tap simulator'.Save the world from evil one monster at a time as you travel around defeating your enemies by tapping the moving targets.The save game feature is fully implemented but using it is unintuitive. You must stand next to one of the beds in the starting house and tap the bed. This will also refill the players health fully.**Clicking the bottom left corner of the starting bedroom will reset a save game** This will be removed in the next version.Click or drag items from your inventory to the weapon and gear slots up top. Click a consumable item to use/consume it.The player must tap or click the screen to move around the game world. Buttons will appear over doors allowing for interaction.The game was designed to be playable by young children as well as the elderly.The game was primarily designed to be played in portrait orientation, however since twitter etc hate portraits I have also included landscape orientation.There are probably about 2 hours of gameplay. Only really the critical path is fleshed out . Dialogue was written in VisualStudio while coding and definately needs a lot of work.Is this product viable? Is the main question I want to answer. Would the finished product be something you would play? Your feed back is very valuable and I look forward to it :)
Hey great idea with this one, I can definitely see the value in this game.
I did however find the difficulty curve at the beginning to be just slightly too steep. I enjoyed earning the popcorn gun, only to be frustrated out of continuing by my inability to earn the next upgrade in the next few tries (I got to 28 before buying the popcorn gun but just didn't get the 30).
It may be beneficial to tweak the game play to allow for a faster progression in the beginning, in order to draw more players into becoming invested long term. Making the second upgrade cheaper, lowering the hp of the seagulls, or increasing the damage of the popcorn gun could all be possible solutions in this regard.
I also found myself stumbling over the controls more often than I would like to admit. For me at least the space bar would be a more appropriate Jump and Left Ctrl a better shoot.
This is however all completely subjective and should be taken as just the opinion of one person.
Variety in the music would also be a benefit.
All in all great product and I look forward to the improvements :)
Great puzzle you have made! I have played to Easy 3-4 and it was both challenging and enjoyable.
The puzzles are intuitive and rewarding and I feel like the tutorial and difficulty curve are good at teaching.
My only thought is that it wasn't very apparent how far I had progressed while playing. I would have liked to know how far I got overall, or just to be able to see which level I am currently on.
Good work and look forward to the improvements.
Thank you monster finger!
Yes I did everything except the music.
And yes the dialogue needs alot of work. I wrote pretty much all of it while scripting :)
I will look at the button issue thanks for pointing that out.
Hmm text boxes shouldn't be on the screen during a battle, im not sure what happened :/
Thanks for playing, and I will give your game another crack tonight :)
Hey good job on your first game :)
I played about 10 times and every time my score was close to 1000.
It seems that with the speed increasing and the obstacles becoming more frequent, a ceiling is created.
I would suggest just increasing the speed until much further into the run. Also you might want to look at increasing the speed incrementally rather than constantly. Small pauses in the acceleration would give the player a break and probably make the engagement curve more interesting.
Had a lot of fun playing CubeRun and hope to see it improve.
P.s. Love the music setting, makes this highly playable IMO :)
Hey FEDRON, how are you?
Nice work on Tank Attack by the way :)
I streamed my test to YouTube, If you want you can watch it here: https://youtu.be/7rl0w4NSQ10
As you can see I was not the best haha, but I did improve a little :)
I would have loved a small boost, like a dodge :) maybe even with some invincibility frames so I can stay alive longer and feel more awesome.
I would also have liked to drive my tank straight through everything haha. Well at least the trees and small stuff.
A loading and reloaded sound effect would be nice. And you should try to layer in some heavier 'crash' 'boom' sfx on top of the shoot you already have.
I'm not sure without testing again but maybe increasing the speed of the turret rotation and reloading would make for a more engaging experience?
I would love to test again if you make changes. Or perhaps you could add a config file with all the values so we can play around and see what we like :)
Anyway thanks for the fun and keep up the good work.
Yeah sorry about that, I only had time last night for a brief look.
I gave it another play today and uploaded the test to YouTube.
My comment was in regard to having no idea at the time whether there where levels, or just one long challenge. I did in fact get super close to the exit on the first play but never saw it :(
Maybe a sign on the wall with 'Level 1' or something at the start just to hint at the structure. How many levels are there btw?
Got a lot further this time. But I would definitely like the option to re spawn at the most recent level. But I'm a content tourist who isn't particularly good at games :)
The enemy warning alarm (very well executed mechanic btw) took a few plays to understand, maybe something in the tutorial about that.
As you can see in the youtube clip I accidentally quit at one point. Maybe put a yes/no check on the quit option.
I don't understand how to combat the rats. Do you shoot them? Try to shake them off? Or just avoid them?
It would be cool if your shots would push the enemies slightly, so you can halt their approach with firepower.
Love the secrets and the score system. Is the final version going to have online leader boards? I would also like an in-game time at the end of the levels/game. I feel like this game could be speedrun quite well.
Anyway I'm going to keep playing and will post any further thoughts that I have.
The vocal SFX (and sound in general) are excellent, did you create them yourself?
Overall great game so far! I look forward to the improvements :)
I have uploaded my play test to YouTube in case it helps :)
I think you have done really well with Spook Troop, it seems to run as expected and bug free :)
As usual I sucked at the game... I would definitely play longer if I wasn't dying so frequently. Not sure what your plans for the game are but probably tweaking it so the average run is around 2-5 mins would be a benefit for the mobile market.
I think the graphics are appropriate but also probably the weakest point of a strong production.
Good work and look forward to improvements. I will gladly play any updates you post :)
Hey JC, Great game!
I very much enjoyed my play through, despite not understanding the power ups properly.
I streamed my test to YouTube in case you want to check it out.
I like where your going with the music but it probably could use a couple more iterations.
For me the jump felt floaty. I would definitely increase the gravity after the peak of the jump just so he comes down a bit faster. But this is subjective.
I felt some of the stalagmites on the floor in the caves looked a lot like they would damage me :)
I really like the enemy movement and the way they can be weaponised against other enemies. Coupled with the power ups (which again I didn't realise existed) makes for a very engaging platformer.
Really good work man, I can't wait to see how it improves :)
From what you have presented here I think your mechanics are solid. Although you have presented quite little so it is hard to give a lot of feedback :)
I uploaded my play test to YouTube in case you want to check it out: http://www.youtube.com/channel/UCwjurVCg_6Hf6ng2Ey5PiJg/live
I think the camera needs work. You can't see much in front while underway.
The first level of the campaign seems unbeatable? You can check the game play footage but I tried twice and couldn't seem to progress.
All in all it seems to work as intended and bug free but as for the viability of the product I cannot say. There is nothing currently that would make me want to play this more than any of the other bullet hell style shooters on the market.
I guess what I'm saying is that it's not clear from this demo what the core mechanic is that makes your game interesting, and makes me want to play.
Hope the feed back is useful, and I look forward to updates :)
Good work with this update :) I found the game a lot more enjoyable and challenging with the campaign working.
As you can see from the video I have no idea how to combat the second and third bosses effectively. The first boss is great, he slow enough I feel like I can avoid most of his attacks.
The generated boss mechanic is very cool.
I'm interested to see what you add next.