Nostalgic, on Sat Jan 2, 2010 1:52 PM, said:
I played some rounds of Duck Attack over the past couple of weeks. I like the quirky story and characters and my fondness for the original Adventure helps me appreciate this game, its spiritual descendant, or perhaps a second cousin.
Here are some comments about the game. I hope that they help you out in developing future builds.
I like how within a few screens you can create the feeling of a large maze by placing walls strategically. However, the series of rooms with only exits at the top and bottom, doors, and walls that change color between rooms had a disquieting resemblance to Earthworld.
The robot sprite is a well-constructed figure. I like that the antenna, legs, and eyes all change when you change direction. I did notice that the antenna and boots are white during the game but black in the score screen, egg shelf, and credits screens. It took me a little while to figure out that collisions are only focused upon the robot's body. That would be a good tip for newer players.
Thanks for all the feedback! That's a good suggestion about the collision logic... I'll add that info to the manual. I'll also make a note in there that when the robot's antenna and boots are black, that means you're in a safe room, when you can rest without fear of any enemies coming along. (The actual reason they're black is so that I can use an all-black missile sprite on the right side of the screen to make those rooms symmetrical.)
Nostalgic, on Sat Jan 2, 2010 1:52 PM, said:
The duck sprite is also impressive. I noticed there are different-colored ducks - will they have different names and personalities? I do think at times that the ducks are almost too large, since they can fill a quarter of a screen and there are some tight spaces to move through. However, I'm not sure you could shrink them vertically much and still have them look right.
I haven't named them, but they do have different personalities. Aside from having different vertical and horizontal speeds, they actually have different AI logic, although it's hard to notice in the game, since they just seem to come at you. I may add something about their personalities in the manual now that you mention it.
Nostalgic, on Sat Jan 2, 2010 1:52 PM, said:
The robot also tends to get overly large when he is carrying two items, stacked one atop another. However, to have them side-by-side on the robot's head would require even more flicker, so I'm not sure if you'd want to do that.
Yep, they're stacked like that precisely to avoid adding flicker.
Nostalgic, on Sat Jan 2, 2010 1:52 PM, said:
It confused me at first to see walls that change color when the robot moves! I eventually figured out that it's because the missile used as a wall has to be the same color as the player sprite, but someone not versed in 2600 technical issues might not know that. Maybe it can be explained away as a "mirror wall."
Good suggestion! I'm a big fan of fanciful explanations for technical limitations.
Nostalgic, on Sat Jan 2, 2010 1:52 PM, said:
On level 1, even if you save yourself from the river, you may be stuck. If you go to the screen with the small river, then let it take you to the medium river, then escape, you're above a screen that has a barrier at the top. You won't be able to pass the barrier. On earlier levels it would be kinder to the player to not make such a deadly trap.
Yeah, I've gotten stuck there myself a few times. On the other hand, avoiding getting trapped is part of the challenge of the game... maybe I'll just stick a duck in there. I'll have to give that some thought.
Nostalgic, on Sat Jan 2, 2010 1:52 PM, said:
I noticed in some rooms there's a light gray wall where colored barriers might appear, but the light gray wall is still passable. I think it would be better if these matched the color of the floor so that it's immediately apparent the robot can pass through. There shouldn't be a question as to whether you can go on to the next room.
Good suggestion... I may get rid of the light gray walls... they were originally a coding accident that I happened to like the look of, so I kept them, but I may drop them if they're confusing.
Nostalgic, on Sat Jan 2, 2010 1:52 PM, said:
I finished level 2 by having the robot touch the black door with the black egg even though I couldn't move the robot to the door. (This is in the all-purple room with invisible walls.) Is this a good playing technique or something the level design shouldn't have allowed?
Yep, that's by design... I wanted to have it so when the robot held items, it extended its reach. Similarly if you have the zapper and something else, it will let you touch the outlet from a greater distance (at less risk of getting shocked.)
Nostalgic, on Sat Jan 2, 2010 1:52 PM, said:
I saw that when there are a lot of objects flickering, it looks like the door sprite moves up and down by a pixel or two. I noticed this in a dark room when I wasn't carrying the flashlight and there was a snake and a door both in the room.
Good observation! Yep, that's because the object display logic cycles the player sprites as robot/snake, robot/door, door/snake. I may reverse that so that it's the snake that wiggles and not the door.
Nostalgic, on Sat Jan 2, 2010 1:52 PM, said:
When the robot loses a life, it is immediately bounced back to the score screen, and you can start moving immediately after that. It would be better to have a bit of a transition, so the player doesn't start wondering why he is suddenly back at the score screen. Pausing for a couple of seconds on the screen in which the robot loses a life could help that. So could a death animation and having the player press the trigger to go back to the score screen.
I had originally designed a complicated "death animation" where the duck ate and swallowed the robot, but thought that it would irritate the player having to wait for it, so I dropped it. I know in (for example) arcade Donkey Kong, it is extremely frustrating for me whenever I lose a life because it won't let me jump back in there immediately.
Nostalgic, on Sat Jan 2, 2010 1:52 PM, said:
When the robot is super-charged and/or shielded, in addition to changing the color of the body, I suggest having an icon at the bottom of the screen. This would make it so a player wouldn't have to remember what color body is associated with super-charging and shielding, as well as having both, and would help in cases in which another object overrides the color of the robot's body.
Interesting idea... unfortunately I probably don't have enough ROM left to squeeze that in.
Nostalgic, on Sat Jan 2, 2010 1:52 PM, said:
There's good humor in here, with the punctuation marks above the angry duck and the homages to other games.
Thank you for including a manual with these early builds! For an adventure game this is particularly important, since it lets testers know how to use items, navigate, and so on.
This is a fun game and it will be interesting to see later builds and later levels. Please keep up the good work!
Thanks again for your feedback, you've given me a lot to consider!
--Will