Avoidroid - http://www.avoidroid.com/
Hi, we have started a new game Avoidroid. This is the blurb from the webpage: http://www.avoidroid.com/
"Welcome to our in-development game project, Avoidroid. Avoidroid is a multi-platform game, built on the Unity game engine. Intended platforms for release include Facebook/web, iPad, Android tablet, and Windows/Mac stand-alone.
While the current web version of the game is entirely playable, it still exhibits incomplete and/or rapidly changing features, temporary art and unfinished UI elements."
We have basically about 8 game mechanics, but need serious testing or feedback as to what is fun and what is not. We have some interesting ideas like crafting and configuring your droid, through to almost crimson land like gameplay, but right now we would really like some feedback on initial impressions, does it have potential, was it fun, and how is could be improved! :)
Thanks!
The Intergalactic Team
"Welcome to our in-development game project, Avoidroid. Avoidroid is a multi-platform game, built on the Unity game engine. Intended platforms for release include Facebook/web, iPad, Android tablet, and Windows/Mac stand-alone.
While the current web version of the game is entirely playable, it still exhibits incomplete and/or rapidly changing features, temporary art and unfinished UI elements."
We have basically about 8 game mechanics, but need serious testing or feedback as to what is fun and what is not. We have some interesting ideas like crafting and configuring your droid, through to almost crimson land like gameplay, but right now we would really like some feedback on initial impressions, does it have potential, was it fun, and how is could be improved! :)
Thanks!
The Intergalactic Team
Comments
At first I was a little apprehensive, the story text and random characters kinda didn't grab me. I definitely feel like you could up the juicyness of your tutorials quite a lot, a really simple addition would be making the button you're supposed to click next pulse or glow when you should click it. I kinda sat there waiting for that to happen for a while instead of hitting Ready ;)
The gameplay opened up slowly, it was bland with just the moving but got more interesting with the mining and shooting. One thing I'd really like to do is make the overview menu pause the current action and also be the only place where you could set where you were moving towards. That would make a lot of sense to me. I also ran into a situation where my bot was going totally the wrong way to go pick up something non-essential (on the first level with the batteries) and I couldn't make it target the exit, no matter what I did, so I ran out of energy.
So yeah, I think you've got something that feels fun there. Things that I'd do to it, if it were my project:
- Remove the inbetween level stuff, just make enemies pop up out of the floor and resources/meteorites slam down from the sky. Maybe even switch the story to you being a recycler-bot on a space dump planet and you're trying to get off-world by scrounging enough parts, etc.
- Put a menu button everywhere in the game, so that players could change music/sound settings without having to keep exiting back to the previous menu.
- Zoom in on enemies and the bot in-world instead of showing them in the overlay like you do.
- Squeeze as much juice as possible into the tutorial to make players get to the clicky-shooty action ASAP.
- Make everything 1-click compatible so that it would port easier to touch-screen devices.
I didn't get to the upgrading parts, but I'm curious as to what axes of upgrading you've chosen?The crafting system: we are still deciding, a lot of potential there...
The next update hopefully youll see some big changes, good to know you found something fun in there: )