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Rowdy Rob
Rowdy Rob's picture
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Joined: 09/04/2006
Played it!

Of course I have to comment on this.

First of all, very enjoyable game, once I figured out how to play it. The gameplay is very challenging! Much more so than your previous game (which was also impressively creative, but this one more so!) My high score is 48708, and I think I made it to level 5 or so!

The opening intro is great, with slick graphics and a very cool intro comic. The music is also very cool.

The game concept is..... odd. In fact, it's so odd, it took me a while to figure out what was going on and how to play the game! Even with the game instructions, plus your description here, there's no way to understand just what to do until you play it a few times. Once I finally figured out how to play the game, I realized that the game concept is brilliant, and the gameplay is very fun and very challenging, but not impossible. Definite addiction factor there!

If you're open to some suggestions (assuming this game isn't "locked down" yet):

I have no suggestions about the gameplay itself. It's brilliantly creative, challenging, and most importantly, fun and addictive! Once I figured it out (and I don't think I understand everything yet), I was having a lot of fun! So far, as a fun concept, the game works as is, and I have no real gameplay suggestions.

So... my main criticism is: the game needs better instructions! The game concept is so different, so unique, so ODD, that even with your textual descriptions, it took me a while to figure out just what to do and how to control the game! The text descriptions don't do it justice. The player is therefore sort of thrown to the wolves and left to fend for himself until they get it. In today's online ADHD marketplace, a potential "Jeepney Jeepers" addict may just click off after a couple of minutes of floundering around! You want them to stick around, so.....

The reason I'm hitting you with this criticism now is.... I CAN SEE THIS GAME BEING A HIT, especially if it is converted to HTML5! This thing could get some significant "hits" if it is converted to HTML5 (as the new special version of Gamemaker supports). Since HTML5 is in its infancy fight now, pretty much anything in HTML5 will get attention just on sheer novelty value! The "ground floor" is NOW, and this has a potential to be an early HTML5 HIT! The gameplay is RIGHT THERE! It's an actual fun, playable, intriguing, challenging and addictive game, and not just an HTML5 demo. But because of its unique gameplay, "Jeepney Jeepers" DESPERATELY needs better instructions or tutorial modes of some sort to keep players from quitting out of confusion!

Ok, I'm running out of time (it's getting late), so I'll try to give some quick suggestions.

The EASY way to help fix this: Instead of one page of text instructions (and one of "tips"), have several pages of instructions with actual graphic images showing the object in question.
. Example: Hit the green blocks (show a green block) with a green ball (show green ball with "streaks" behind it).
. Example 2: Time your shots to the "color gauge/meter thingie" (show "color gauge/meter thingie
) to fire different colored balls.

(By the way, the color meter/gauge was the most confusing part of the game at first. It took me a while to make the connection that the meter at the bottom was somehow connected to the color of the ball you're firing. It was not obvious, and in fact I don't think it was even mentioned in the instruction text!)

The MEDIUM way to help fix this: An "attract mode" style tutorial demo that pauses at key points, pops up instructional text bubbles with arrows pointing at relevant item. "Collect these bonus items for power-ups!" "Rescue these (arrow pointing to...) refugees for bonus points!" "Use this (arrow pointing to...) meter to determine shot color!" Etc.

The HARD(er) way to help fix this: Tutorial levels (maybe the same first levels you have) that pauses at key points to pop up instructional text bubbles. This is basically the same idea as the previous "attract mode" one, except it would be interactive, sort of like the way the old Atari arcade games like "Gauntlet" did it.

In summary, I think you need to "hand hold" the player quite a bit in the beginning to introduce them to this unusual new gameplay mechanic. As it stands now, it's not obvious, even with the text instruction screen, and the "WTF" factor may turn off many potential players before they give the game a chance to grab them.

That'd be a shame, because the game IS fun! It works, and it has a chance to be a hit! Especially if it's converted to HTML5 for online play!

Ok, some quick, not-critical suggestions:

1) have the bus show visible damage as it takes hits to give a visible clue as to it's state of health.

2) more than 12 levels! I think it will be a long time before I reach the boss, but other players with more skills might breeze through this! Long term play value! How high can you try!

3) An option for "Full Screen" mode.

4) Some way to let players know what "level" they're on. I'm not exactly sure what level I reached in the current version.

Anyhow, that's it. Great game! The main thing is it needs better instructions/tutorials. My other minor suggestions are just that -- minor, and not really important (or maybe wrong!). But this game has the potential to be an online HIT if you get in on the HTML5 thing now!

Ok, I'm groggy and rambling. Gotta get some sleep, but one more thing. Even if you do NOTHING to the game, leaving it as is, PLEASE take advantage of Bill's offer to try to convert this game to a Gamemaker HTML5 file (making whatever tweaks you need to to get it to work) and put it online. Yeah, I suspect that many people won't figure it out, but many (like me) will persevere and figure out how to play this game. You'll still get many hits, fame, recognition, etc.

P.S. I think this game would make for an excellent topic for a "Matt Chat" episode! Definitely it would be a new frontier for "Matt Chat," and I'd love to hear about the "behind the scenes" thought processes, aggravations, etc. Your fans would love it, and it may even attract new fans from the Gamemaker community!

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