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http://www.youtube.com/watch?v=e-Tt4rTeGh0[/ame]
DOWNLOAD PAGE:
http://www.redprodukt.com/blog/?page_id=100
BrainSplode is a new game from Rust Red Games about rockets and busting some alien brains! They came to suck the life out of the planet, but they didnt expect to be BrainSploded!
As the game progresses, more stages are added to your rocket allowing for complex and exciting manouvers! Then, choose your own configuration to burst the brains!
-physically simulated explosion funnels down tunnels and around scenery!
-bouncy yellow pads!
-multiple solutions!
Replies
First notess, make the power less twitchy, was hard to get that pressure just right. Though if this was a touchscreen game that input would work better.
Let the user drag around the screen and zoom instead of using the mini map.
More player rewards, score, combos, a par to beat. All super simple stuff but can make the game much more compelling. Also lets you add leaderboards.
Other than that with some polish and a sweet theme i think you have a winner.
Oh and having a tutorial instead of instructions would be great, show dont tell .
Definitely a fun game, I'd love to have a high score, or even limited shots, to make it a bit more challenging, definitely a thinking game this. Favorite bit is when using all the power ups to make shots.
I'm looking forward to see how you integrate story with this gameplay.
Agree with Muzz about the minimap, it's a little unintuitive to have to drag around on that, when i would rather drag around on the screen.
Would also be nice to have a zoom function, so i can choose whether or not to zoom out, as opposed to the current treatment of zooming out when panning with the map, and zooming in during firing.
the first thing i'm trying to address is the control resolution, a few other people have commented on the twitchyness too. I've updated the download link to move the aiming/power to UI giving much more resolution to it.
there's also a little laser pointer thing to aid aiming, although ultimately I'd like a little arc predicting the first part of your shot.
cheers!
:edit:
Just tried the latest version, and my aiming and power block, even when in the UI disappears when going to a new level, definitely disappears going from level(complete) to level two. This was on 1920x1200 fullscreen, 60hz
I haven't really had much twitchyness,was quite smooth my side, can't wait to see some more finished artwork and better sounds, I quite like the gameplay as is. Though what you've said you'll add is definitely a good path. I'd go for the small arc as opposed to the laser.
And in the latest version, with the controls in the UI, it's hard to aim the left flat with zero power, you have to put the block just before the corner, otherwise it tilts up slightly.
Mike, if you decrease power, you'll find they easy to hit, and some others require mid air detonation to hit
I like that the straight ahead laser aimer doesn't show the exact path your shell takes, and I really love the "choose your own powerup combo" at the end. It really makes a LOT of wild trajectories possible.
I really do think this could be even more fun with real challenge levels, and par shots, that sorta standard fare. I also like that you've limited the cannon to a 90 degree arc. Its not standard for shooty physics games, and it makes for a fun limitation to think around.
The one big suggestion is: An exit button.
Other fun achievement: I destroyed a target with rocket exhaust then another one with the eventual impact.
mike: hmm, I don't know if you have time to comment further, but it would help to know which targets are causing trouble?
kaptain: aah, yeah it's actually meant to do that. The problem I had when introducing new rocket components was that often instead of tweaking the component or altering the timing as intended, testers would go back and try to aim the cannon differently. So I disabled the aim/power on some levels intentionally so that people are forced to experiment with the full extent of the component flexibility.
It mentions in the instructions 'aiming and power are locked for this level' but I need a better way of getting this across. any ideas?
Vailias: thanks man! oh and yeah exit! doh! (for future ref, esc quits, but I need a nicer way of handling it ) I'm going to add another couple 'free form' levels at the end where the user is free to get targets in a variety of ways. and a par system is definately a plan
PatJS: thanks bud! the last level is really how it's intended to play- the others are to get players familiar with the different elements, so its great to hear it does all come together I personally like the satisfaction of figuring out the whole plan, and succeeding, much more than being presented with the solution and then having to achieve it
I usually didn't want to wait around to see the explosion effect. My mind was way ahead and planning the next move and I found myself to click LMB in hopes of firing the next missile. I had to wait for the explosion effect to finish.
My 2 cents would be to let the player launch the next missile immediately after the explosion effect has been triggered, even if it hasn't finished.
Is this related to Quest3D somehow? I remember using that way back in 2002 or something
yeah i work in quest3d. i love it to bits!
here's a colour test I'm playing with for the levels:
And i reckon a simple 30s tutorial explanation the most core functions, and later level powerups explained through icons and blurbs, or even image sequences. Have it play the first time you play the game, and never pop up again, unless a person wished to rewatch it.
When the help is closed, have a small blurp pop up, or even keep the aim + power box open, and just have a message or icon over it stating disabled/inactive. As opposed to it simply disappearing.
Can't wait to play the next version.
kaptain: defo agree about cutting down the text- at the least I want to replace it with images
some more pix:
But why limit yourself?
Use several of them. Perhaps different color schemes represent different areas with differing gravitation and or air viscosity mmm?
see first post for download link
been working mainly on graphics, but there's some gameplay tweaks too.
its much quicker to fire a new rocket after you've taken a shot- you can fire it quickly after the explosion, and grabbing the aimer will set the camera to its aim position
also I've added in these little creature things.. try not to kill them, or not
So it would be nice, if zoomed out, it stays zoomed out while the shell / missile is in flight.
It is really hard to avoid inadvertently killing the rabbits!
e: also, for whatever reason I'm getting really iffy collision detection with the bounce pad in front of the launcher in level two. sometimes it bounces, sometimes it passes through and explodes. I don't remember having this problem with the last version.
http://www.indiegames.com/blog/2010/10/freeware_game_pick_brainsplode.html
Now just get rich
awesome
one thing I need a bit of help and feedback on if you play the game: the tutorial icons. I'm a bit burnt out on the game right now and everything seems obvious to me, but i've recieved feedback the icons could be clearer. I want to avoid using text though. Any ideas in this area is greatly appreciated!!
-new final level
-improved aim accuracy
-level flow tweaks
-new graphics
-new sounds
-music from Maf: http://maf464.free.fr/
heres some pics:
One thing I'm wondering.. are you just making this for fun or are you planing to make money with it?
basically I'm kicking out a bunch of prototypes with the aim to develop whichever people seem to dig the most . each one should take 3-4 weeks
I think it would be nice if the explosion of the rocket is more radial, more like 1 explosion cloud, so its clear when the rocket explosion hits a brain. That would also seperate it more from the rocket drive fire. I find the later levels overwhelming with so many brains that have to get destroyed in 1 level. I think it would be better to keep the levels short and then more levels and if more brains then making it more brains close together because its really rewarding when you can take out more then 1 brain with a rocket at once. Otherwise im missing a bit the motivitaion why you have to destroy brains with a rocket turret but i guess thats just the matter of it being a prototype. Do you have plans to make a scores system or playing the levels against a clock?
That last level was really nice, had to think quite a bit on how to get some of those brains.
I'd definitely would love to see a full game out of this.
Some crits from a friend i sent the link to, to take into consideration if you decide to work further on it.
"Instead of having the box to adjust power and aim, make it so that U can directly adjust the gun itself.Similar to those pool games where u pull the cue back etc."
^ I realise you had this mechanic in you're first prototype, though i'm not sure why you removed it.
"Also make it so that mouse scroll is zoom in and out and be able to zoom out more"
Also can't wait to see more prototypes from you.