View Full Version : 23: Pea My love
Bonezmann
06-09-2009, 01:59 PM
Wow, I managed to track down Pea My Love's (or PML) source file. Now I can enter the comp.
Below are the links to various 'advertisements' of my game:
[LINKS COMING SOON]
I'd like to add that now that I have more GM experience, I'm refining PML a bit, adding new stuff to it. I'll also post the download link here, should any of you decide to play/review it. :)
For a change I'll also bring up my part by reviewing other games on my blog... :)
Good luck! ;)
update: 06/09/2009
Facebook page (http://www.facebook.com/editnote.php?draft¬e_id=127470274957&id=133857560875#/pages/Pea-My-Love/133857560875?ref=nf)
v1.1 download (http://www.mediafire.com/?dz1wzyjamjo)
Twitter page (http://twitter.com/PeaMyLove)
Give us a link to the game!
Bonezmann
06-09-2009, 03:36 PM
As i said, I'm still refining it a bit. Changing the movement structure for the peas for example and I'm also adding new stuff, download should be available tonight. :)
Bonezmann
06-09-2009, 05:40 PM
Update:
Facebook page (http://www.facebook.com/editnote.php?draft¬e_id=127470274957&id=133857560875#/pages/Pea-My-Love/133857560875?ref=nf)
v1.1 download (http://www.mediafire.com/?dz1wzyjamjo)
If the facebook link doesn't work, just let me know. I dunno if I used the right link...
i got it works fine by me only 3rd round is a bit messed. IDK if its ment to be like that im sure it is
Bonezmann
09-09-2009, 08:25 PM
The one with the fire on the one side and nothing on the other? Yes, in fact it is meant to be that way. ;)
I wanted the player to focus their attention on the female pea, as she is obviously vulnerable to hazards too. Add the inverted controls and the desire to just try and run up to the star and I think had a great idea there. Anyone else have thoughts on that level in particular?
Nandrew
12-09-2009, 09:07 PM
Yeah, I cleared the game, I don't see any glaring level design flaws. Some of them really make you think.
Two things that grind me, though:
1) Maybe this is my old NESness playing up, but I feel that more attention needs to be paid to the movement integrity of the two peas. I feel like I'm exploiting collisions and other funny things at times to get what I want, or screw myself over. In a nutshell: I'd like it if the movement felt a bit more "precise", since that's kinda important in a game like this.
2) I found the jump levels odd, and I'm not sure if they really added much to the game. I'd maybe rather focus on level design given the elements that you already have, but that's your call.
Overall, though, yeah: nothing about it seemed entirely illogical or ridiculously difficult. I made it quite fine through all of the levels by applying thought where it was needed, so you've definitely got a solid gameplay experience that you're building on!
Bonezmann
13-09-2009, 06:17 PM
Thanks for the comments Nandrew, I'm actually busy with the next version but I don't get the time to update my twitter and Facebook. I'll have to pick up the pace in the Comp.
As a reply to you comments:
1) Part of the idea was to use blocks or objects to block down one pea, keeping it from dying, while moving the other in the desired direction. I'll see if I can refine the collision a bit. Could you elaborate on the "funny things" please?
2) I feel the same, the jump levels feels a bit "forced" and are removed from the game (I see a special feature coming along :p)
I'm glad that you like it, the new version should be available soon along with a few new levels and maybe a replacement boss level for the one I deleted.
Nandrew
14-09-2009, 08:30 PM
Actually, I've pinned down what I thought was funny. While your world is grid-based, the collision system for your *round* peas isn't. While it may be more logical for precise collision checking to take place, it feels awkward being able to snag the buggers in the way that I do and get away with it. It's basically an exploitation of non-grid-based collisions in a very grid-based world.
Ace Fire6
14-09-2009, 09:06 PM
I think the game is really cool at first I didn't know if I was meant to use the walls to move one and not the other, I thought it was a bug but then I figured it out.
Bonezmann
15-09-2009, 12:03 AM
I'll work on the suggestions Nandrew, thanx.
Thanx Ace Fire6, glad you like it.
I'm holding back the next release a bit, I'm working on some menu stuff, sorry for the delay.
Ace Fire6
16-09-2009, 07:09 PM
There is a bug where you can get stuck in the walls if you go on those arrow blocks.
Evolution
17-09-2009, 10:31 AM
There is a bug where you can get stuck in the walls if you go on those arrow blocks.
I also ran into this bug.
When it is colliding with an arrow and a block it will push the pea away from the closest block till it is outside the block.
Ace Fire6
17-09-2009, 07:57 PM
Also on one of the levels there are some blocks outside the room.
Bonezmann
17-09-2009, 08:06 PM
I'll check it out, thanx Ace and Evolution!
btw, the new version should be available tomorrow at the latest. I don't get much time during the week because of clients and their website wims...
Bonezmann
27-09-2009, 05:23 PM
Next version is finally available: http://www.mediafire.com/download.php?1omykg2mydj
I still haven't fixed the "little things that can help you or screw you over" bug, but when I have the time, I'm workingon it. There's a few new thngs, a level or two and some sound effects I added.
Hope you enjoy! :)
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