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A classic action shooter! Arcade touch and gameplay! With a challenging and colorfull twist! Stupid Stones Adventure it's an action shooter adventure with a classic arcade feeling and a challenging and colorful twist - to break the Stupid Stones you have to shoot them with their own color!

Description

Hope you enjoy it! And please come with feedback. Was it hard? Easy? Was it easy to understand the rules? The controls? Was the boss fun? Any other comments or ideas :)

Preview
Stupid Stones Adventure - demo 0.2.0
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AdrianMI
AdrianMI - - 3 comments

Sweet :)

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M_9 Author
M_9 - - 12 comments

Thank you, hope you enjoy it :)

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Soley1x1
Soley1x1 - - 16 comments

It is a nice game, but I really forget the key orders for the colors. It kills the fun out of playing. It would be great if you think about a way to make it easy to fire at colored stones.

Also, can you please separate the tips? Reading a long list of how to play is boring at the beginning. It can be like a tutorial stage where it will teach you how to play and that will be it.

Music and artwork is awesome. Game play is fine, but again, I have serious issues with tapping the keys. Can you also please provide a mouse support? It will be great.

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M_9 Author
M_9 - - 12 comments

Thank you so much for your feedback, its worth alot for us :)
The full game will include both mouse control and gamepad support. hope we can get this into the next version :)

But we the hints on the screen that shows you what colors are on what key, did that not help you? :)

Yes, you are right about the tutorial. We will think of separate it!

Was the game fast enough? Hard? Easy? What enemy did you enjoy must?

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Soley1x1
Soley1x1 - - 16 comments

I wrote a 4-page review about your game, but don't know how to send it to you.

I wrote it on a paper, but I have to type it first. I will send it to you as soon as I finished it. Please remind me by a reply to this post if I forget it.

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Soley1x1
Soley1x1 - - 16 comments

Here is the review for you --> Pastebin.com

I put it in pastebin as it was long to post it via this comment box!

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M_9 Author
M_9 - - 12 comments

Wow! So much! Thank you, you really have it all step by step. Im impressed and really thankful! I will go trough all of this with my brother, and I already know more then one thing from your notes that we will fix/change :D Really nice feedback!

Cheers!

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M_9 Author
M_9 - - 12 comments

I have been thinking about how to finish the levels in a way that also will tell the player have far it is to the end of the level, what do you think about this idea below:

The Generator act as a second health to the player if the enemy hits the ground. But what if I just remove that logic. And if an enemy hit the ground = a hit on the normal health of the player (like in iOS version).

So instead there will be a number in the generator. That number is the amount of enemies that must be killed to activate it. And why activate it? Because it is the levels/areas defend weapon/super weapon. And when activated a big white laser and other cool effects will just blow from the ground and straight up and blow all the enemies to hell :) then that area/level is secured!

This way it will be a logic to the main story of defending. And each level will have like an objective! :) I think this will be so much more logic and fun!

And in the same time the game will tell the player how far the level is. "Oh 20 enemies to kill". And the generator will of course show how the energy is charing and refilling :)

So the objective is to re-activate those generators and then go kill the big boss of the area - the only one that survied the super weapon - head to head :)

What do you think?

So for the level design logic we will do so the player can finish the level on the last wave. If he does not (and still are alive) that same wave will just repeat but go faster.

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Soley1x1
Soley1x1 - - 16 comments

The generator is fine if you add some animation to it, like steams coming out of it every 20 seconds.

If enemies his the ground, you may shake you camera to show that an earthquake happened and it put more damage to your participial working generator until it stops it and you have to to the level again!

If more damage happen to generator, you can use a flashing red alert (glow) to show that your generator is about to explode (instead of you flipping and dying from the generator crash, right, because if your generator die, you will be stock so let the generator explode and show a notification and you lost the generator)

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Soley1x1
Soley1x1 - - 16 comments

Also now I noticed the yellow target key!

why don't you put it in the above of the screen where player has all his focus all the time to see the coming stones, that makes so much sense instead of looking to left or right!

That key can be left there, but use it for another purpose, like you need to fill it with coins like items as they will be needed as the shield of your UFO. that can be filled with something like yellow ruby stuff. and the last stone form the last wave will drop it by default to empesis that you have to kill all the stones.

for boss battle you can hide generator, ruby indicator, wave indicator, and just use the boss life bar alone on the top which was fine. You see, if you put the coming way indicator on the top, then users will focus on that part. I bet you on this as it works perfect for the boss as I constantly checking that section to see when I will beat the boss.

for that -ruby/glod material/or shild ingredient- indicator, you can leave it there.

make the score number big big big! and it should be much more visible. instead of text, why not a $ sign for that or something like a stone or skull of a stone like a white dead stone face with two huge black empty eye balls, like pirate flags but with stone skull ;p

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Soley1x1
Soley1x1 - - 16 comments

However, they are some simple ideas, you have done a great job with this game already.

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M_9 Author
M_9 - - 12 comments

Even more feeback :D Great! And its nice that you think that we done a great job. But sure, we have a lot of things to fix :)

If you let more enemies then only one hit the ground the generator will have more effects, that you are taking about :) And I like the idea of changing the texts of our score into symbols. But we are thinking of making even bigger explosions and so to get the feeling even more arcade.

And to place the Perfect play Coin meter above the play field, instead of right, could be fine. But our problem is already that we have a lot of things in our HUD. And we are planning to have something that indicates how far you have left on a level. Thats why I thought we should change the Generator function :)

But we will see!

I have saved all of your feedback and will go trough everything task by task with my brother :D And I really hope you will play our next demo to and come with even more great feedback!

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Soley1x1
Soley1x1 - - 16 comments

No worries, I will help.

put some skip level cheat codes so I can ignore a level to reach to further levels.

also do these if you like them:
- instead of lock icon, which has nothing to do with freezing stones, use a stop watch timer! and play a tick sound for it if activated.
- add each power icons when they are achieved. I remember that they were there from the beginning, so that will be great if you see them when you really found them.
- move all the 3 powers a little up and create a room for Bob's icon (um you know, it is hard to see life bar there, I remember that most of the life bars and lives were of the top-left, so having it on the bottom does not grab my attention to my life that I have - remember when I told you that the hot point of the game is on the top of the screen, you barely watch the bottom of screen as this game nature implies it - you have your bonuses / enemies and interactions coming from top , right?) - anyway, let Bob's icon be the first one and his health bar on the top of the icon instead of its bottom. Like this: B`````` instead of Bx3...... . You get the idea, right? Bob may have no lives as it may have a life bar of 6 hit.
- as I mentioned a little dynamic parallax backgrounds will be fine. I like that aura effect for the 3rd or 4th level so much. It does not need to be complicated, even a simple noticeable moves is perfect.

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M_9 Author
M_9 - - 12 comments

Yeah, I get all your idead :) And if we put more life bars to the main character we can also add even more color layers on it if we want him to have even more health, like some games does for bosses for example.

We will play around a bit with the HUD and see what we will do :)

I donĀ“t know yet when the next demo will be released. But if you have any friend that might wanna try this game and give even more feedback that will be great :)

Thank you!!

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M_9 Author
M_9 - - 12 comments

Thanks again for all feedback! We are working on our next awesome demo, but meanwhile you can enjoy this sing along-video about the game: Youtu.be

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Soley1x1
Soley1x1 - - 16 comments

Wow,

I loved the song. I will definitely listen to that again and again.

That is very nice to see that you work hard on this game.

Good job guys!

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M_9 Author
M_9 - - 12 comments

Hope you also like the new demo with the new generator logic :D

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