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Competition feedback

Last post 07-24-2007 2:35 PM by Ali Aitcheson. 12 replies.
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  • 07-07-2007 11:50 PM

    • Khei
    • Top 10 Contributor
    • Joined on 06-08-2007

    Competition feedback

    i just read paul fosters blog about the competition entries and theres so little about jam. ign kinda skipped our game out so its hard to tell how it actually went down with the judges and i'm sure everyone would love a little bit more feedback on their games so we know what was right or wrong about them :3

    any chance of a little more insight from the judges?

    put blue skies back in games
  • 07-09-2007 12:45 AM In reply to

    Re: Competition feedback

    Haha, just had a look at the IGN page. Good to see my lovely sea monsters on there. I had a lot of fun designing the "Monster Story" concept and drawings, so I'm glad it gets to be shown off :D

     Looking at the comments on Kraken though...! 2D backgrounds look like they were done in MS Paint? :O Lol, I spent all night working on those backgrounds!! They were meant to be stylised! No pleasing some people, eh? :P

     
    At least I hope they enjoyed the title screen ^^;
     

     

  • 07-09-2007 12:59 AM In reply to

    Re: Competition feedback

    btw, I'll be sure to play the games and comment on them as soon as I can. Since the end of the competition I've had various computer problems so it's only now I can really get down to downloading them all! ^^;

     However, when we showed off Kraken and Pirate Sea Battle (both improved since the end of the competition) at our society showcase at Warwick Uni, they proved to be a great success. We had lots of positive comments about them, particularly on the fresh gameplay style of the tentacles in Kraken, and the 2-player funs involved in Sea Battle.
     

  • 07-09-2007 10:43 AM In reply to

    • leaf
    • Top 10 Contributor
    • Joined on 04-17-2007
    • London, UK
    • SystemAdministrator

    Re: Competition feedback

    I have some notes from the comments that were made while judging. They're not very detailed as my hand writing is not up to keeping track of the sort of fast paced discussions we were having but I hope they give you a feel for what was said.

    Jam

    Very polished and complete game. The judges really appreciated the attention to detail such as the menu system and tutorial. They thought that it showed excelent production values, especially the graphics. The gameplay was enjoyable but many judges commented on the fact that it was basically a simplified version of Guitar Hero.

    Pirate Sea Battle 

    All thought it was a very fun, playable game. Paul mentioned that he and his young children really enjoyed playing it. All thought that network play would be a great addition. The interface design was popular, they liked the minimal gameplay interface such as using smoke to represent damage instead of a traditional health bar. The different team/AI dynamics were very good and created quite different battles. Some of the keener/experienced game playing judges felt that it had 'already been done' as a game type and referenced a game called Pirates! Other judges who hadn't seen this type of game before enjoyed the novelty.

    Kraken 

    The completely new control mechanic was liked by all. Everyone thought that it showed lots of potential. The quirky style and sense of humour was noted and appreciated. It was thought that the control mechanic could be used in other ways - something like Space Channel 5 but where you have to match a sequence of arm positions instead of dance moves. One judge thought that the kraken would make a great character in a body popping dance game.

    Abyss 

    Some judges really liked the floaty feel of the player movement and found the game very enjoyable. Others thought that it was basically Feeding Frenzy. All agreed on a very good use of other competition elements, especially the concept art background. One judge commented that they might have enjoyed it more if they could have got more of a feel for who/what was inside the diving ball - they felt it lacked human character.

    Herriman

    Very accomplished and slick looking game. The various graphical effects were very well done while not being over the top. The character design and animation was very popular. The 'old school' collision detection was thought to be a little harsh for an instant death game. It took a while for players to understand all the various game dynamics but they generally kept playing until they did. It was generally thought that with some more time spent on smoothing out the game play and creating more content, that this could be a very good quality game. One judge commented on it being very similar to a Spectrum game called Scuba Dive but none of the other judges had played it...

    Ocean Odyssey

    Many judges liked the idea of cooperative control of a single game element, they thought that this was fairly unusual and added much to the fun of the game. Many players felt that it was easy to get lost, that the play area was too large and barren of things to eat or shoot. It was also commented on that there was no real feeling of progressing in the game - needed to give obvious positive and negative feedback to a players actions.

    Whale Game

    The judges appreciated the game concept and message although it took a while for players to get a feel for what to do (more than one happily depth charging whales to destruction). It was felt that the game play was too random - some times the elements were positioned so that the player had no chance, other times the player could win without almost no actions taken.

    Fishing 

    The judges liked the player controlled intro screen but it did cause some confusion as to how to start the game. The large number of fishes moving on screen was noted and appreciated. It was felt that some more balancing of the game was needed as the best technique seemed to be just focusing on the oxygen bubbles. Like Herriman, it was thought that it could have done with a little more warning of impending death - both as a warning for the player to get more air and to increase the tension. Though not part of the game the judges did enjoy reading the developers diary and it's noticable lack of resting periods.

  • 07-09-2007 11:09 AM In reply to

    • Khei
    • Top 10 Contributor
    • Joined on 06-08-2007

    Re: Competition feedback

    guitar hero 8O''

    was actually meant to be a more like vib ribbon xD simple... but with the ability to create your own levels

    id have liked it to have been a little more like guitaroo man as originally it was more of a NiGHTS clone

    time to break out your ps1's and try the classics guitar hero was also was based on xD

    put blue skies back in games
  • 07-09-2007 11:46 AM In reply to

    • F4T C4T
    • Top 25 Contributor
    • Joined on 06-05-2007
    • Oxford

    Re: Competition feedback

    I would just like to say that Scuba Dive was indeed a big influence on Herriman, however we didn't know about it until half way through the development! I was discussing our game with a friend of mine at work who mentioned a game he loved on the spectrum called Scuba Dive. We had to have a look at it as he had said it was a very similar idea! So well done to the person who spotted that! I have to say though I only played Scuba Dive on the internet emulated version... which runs at about 300% the normal speed! (cant find the link at the mo), so I didnt get to see much of it and kept dying! Here's some pics of it I found on the net:

    http://www.users.globalnet.co.uk/~jg27paw4/yr03/yr03_60.htm

    Thanks for the feedback, we are working on some more improvements to Herriman based on some of the feedback. At the moment we are playing with the collision detection and toying with the idea of health or lives or something to negate the hardness factor of one life. As far as I know only our level designer has completed the game! Figures...

     

  • 07-09-2007 2:35 PM In reply to

    Re: Competition feedback

    Any chance of feedback on the concept art entries? It'd be cool to hear what the judges thought :) 

  • 07-09-2007 5:03 PM In reply to

    Re: Competition feedback

    Im realy supprised at all the good feedback ive read on fishin, i certainly wouldent have been so nice to it! :)

    The lack of a good damage feedback system is something i completely didnt think about, im glad that was brought up, hopefully wont ever make that mistake again! And im glad people liked my dev diarys, i feel the something i love to do but ive never been too strong a writer, so im extra pleased about that!

    I havent had a chance to play any other games yet, due to exams and moveing home, travling the length of the country multiple times, but i cant wait to finaly play kraken and herriman. Kraken sounds realy cool, the idea of useing the sticks to control the arms is great! from what i hear, herriman and scuba dive are similar to one of the ideas i had for the contest, before i decided it was going to be too much work to design a massive map and build a flocking system!

    www.NekoCake.com
  • 07-09-2007 7:34 PM In reply to

    Re: Competition feedback

    I'm pretty pleased with the feedback for jam 8]. I'm glad to see the judges believed we achieved the goals we set out to achieve in making the game. That being a very polished all round game. This is what we put most of our efforts into and it's nice to see they paid off =]. Very early in the game design process when deciding on what kind of game we would make we both agreed not to try make anything wildly original and rather go for something tried and trusted that we knew we could get to work well. This was in part because we didn't want to risk making a game we wouldn't be terribly sure how it would play until it was nearly done and then be stuck with it if it sucked, but also because the guidelines mentioned that entries would be judges on production aesthetics and visual aesthetics while not mentioning originality. But at the same time I believe we always knew there was some risk attached to using a pre-existing game formula that might not go down well with the judges. All the same, I'm happy to see the game went down well and I'm pretty proud that the most of the efforts i put in to make the game good paid off 8].

  • 07-13-2007 3:10 PM In reply to

    Re: Competition feedback

    Ali Aitcheson:

    Any chance of feedback on the concept art entries? It'd be cool to hear what the judges thought :) 

     

     agreed :D

  • 07-19-2007 12:38 PM In reply to

    Re: Competition feedback

    Agreed too!

    Err - oh, that's me then.

    I'll aim to get some stuff written up over the weekend, a MILLION apologies it's taken so long - stupid 'real life' getting in the way...

  • 07-22-2007 10:00 AM In reply to

    Re: Competition feedback

    leaf:
    Pirate Sea Battle 

    All thought it was a very fun, playable game. Paul mentioned that he and his young children really enjoyed playing it. All thought that network play would be a great addition. The interface design was popular, they liked the minimal gameplay interface such as using smoke to represent damage instead of a traditional health bar. The different team/AI dynamics were very good and created quite different battles. Some of the keener/experienced game playing judges felt that it had 'already been done' as a game type and referenced a game called Pirates! Other judges who hadn't seen this type of game before enjoyed the novelty.

    Network play would have been great, but XNA doesn't support it off the bat.  We were actually planning to have a HUD but we ran out of time, I guess it does work quite well without one because you don't really need to know your exact health or the reload times of your cannons, it simplifies things.  Originally the plan was to have an extensive single player mode - the 'odyssey' the competition was about - where you'd capture islands and trade things, earning upgrades to your ship until you could face the final showdown at Pirate Cove.  In fact, the island code is all in there but I just commented out the islandController draw and update calls!  We had to abandon that and make simpler game modes at the last minute in order to make things polished.  Another idea we had was to have a choice between characters with a skill/wealth tradeoff, the idea being that you'd chase the other character through the game like in Pokemon with Ash and Gary.  I've never played Pirates! but it probably executes the whole pirate thing quite well.  We did a bit of research into different types of naval combat and decided that pirates would be the most fun, and also we went to see Pirates of the Caribbean 3 halfway through production :P

    I'm pleased with the reviews we've been getting :D

  • 07-24-2007 2:35 PM In reply to

    Re: Competition feedback

    walthergropius:

    Agreed too!

    Err - oh, that's me then.

    I'll aim to get some stuff written up over the weekend, a MILLION apologies it's taken so long - stupid 'real life' getting in the way...

     

     

    Thanks :) I look forward to hearing about the responses! 

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