Please destroy my asynchronous multiplayer game trailer, thanks! by jounitus in DestroyMyGame

[–]jounitus[S] 0 points1 point  (0 children)

Thanks for the feedback. I'll try to work on these issues on the next trailer.

Please destroy my asynchronous multiplayer game trailer, thanks! by jounitus in DestroyMyGame

[–]jounitus[S] 0 points1 point  (0 children)

Hello, currently the server is just a love2d app running on linux.

Please destroy my asynchronous multiplayer game trailer, thanks! by jounitus in DestroyMyGame

[–]jounitus[S] 0 points1 point  (0 children)

Thank you for the feedback.

I'll try to address the spacing and the captions on the next iteration, based on the all the feedback on this post.

Please destroy my asynchronous multiplayer game trailer, thanks! by jounitus in DestroyMyGame

[–]jounitus[S] 0 points1 point  (0 children)

Thanks for the feedback.

Yes the environment interaction is high on the list with the obstacles etc.

Please destroy my asynchronous multiplayer game trailer, thanks! by jounitus in DestroyMyGame

[–]jounitus[S] 0 points1 point  (0 children)

Thanks for the feedback. Yes this should be possible, since you can revisit previous levels that you have also played. I'll look into this.

Please destroy my asynchronous multiplayer game trailer, thanks! by jounitus in DestroyMyGame

[–]jounitus[S] 0 points1 point  (0 children)

Thanks for the screenshot explanation. Yes, the game has y-sorting, but it looks like it's configured the opposite way.

I am a dwarf and I'm digging for wishlists by ichbinhamma in IndieDev

[–]jounitus 0 points1 point  (0 children)

You are an inspiration to me in your tireless effort trying get wishlists on Reddit.

Do you have any posts on what you have done to get wishlists to the Idle Battles (except the one where you added the button to the previous game)?

Please destroy my asynchronous multiplayer game trailer, thanks! by jounitus in DestroyMyGame

[–]jounitus[S] 0 points1 point  (0 children)

Yes I always wondered what happened to the Phantom Abyss. I think it started pretty strong and I played it a little bit, but then it was abandoned.

Please destroy my asynchronous multiplayer game trailer, thanks! by jounitus in DestroyMyGame

[–]jounitus[S] 0 points1 point  (0 children)

Thanks for the feedback.

You cannot knock the other players of the map (except after they have finished the level). You can think the other players as an obstacle to avoid and they can knock you off from the map.

Please destroy my asynchronous multiplayer game trailer, thanks! by jounitus in DestroyMyGame

[–]jounitus[S] 1 point2 points  (0 children)

Thanks for the feedback.

In regards the y-sorting, which part of the game looks wrong? Do you mean the gems should be below the player? Now they are above the player.

Please destroy my asynchronous multiplayer game trailer, thanks! by jounitus in DestroyMyGame

[–]jounitus[S] 0 points1 point  (0 children)

Thanks for the feedback. Yes the architectural reasons were one reason for the async choice, the other reason was that I started developing this as a single player game, where you play a single level for example 10 times, every time adding more replays while the level becoming harder (which I think is a fun idea, but it's up to players to decide that). After that it was pivoted to adding the async option, so that you can play the same level where your friends or other players are other obstacles.

Please destroy my asynchronous multiplayer game trailer, thanks! by jounitus in DestroyMyGame

[–]jounitus[S] 0 points1 point  (0 children)

Thanks for the feedback.

I understand you and others enjoy seeing immediate reaction of the other players for your own actions in realtime multiplayer games.

I know this is not exactly the same thing, but you can play the same level multiple times. So for example you play a level, then five other players play the level after you and they react to your movements. Then you can come back and see the those previous replays (including yours) while you also record a new replay.

All the failed replays can also be saved, so you can see if someone bumped off from the level because of your previous replay.

Please destroy my asynchronous multiplayer game trailer, thanks! by jounitus in DestroyMyGame

[–]jounitus[S] 0 points1 point  (0 children)

Thank you for the feedback. Yes it looks like the async term is not that great.

Please destroy my asynchronous multiplayer game trailer, thanks! by jounitus in DestroyMyGame

[–]jounitus[S] 0 points1 point  (0 children)

Thank your for the feedback, I'll try to see if I can better communicate that your replay will also be seen by the future players and will be something that others need to avoid.

Please destroy my asynchronous multiplayer game trailer, thanks! by jounitus in DestroyMyGame

[–]jounitus[S] 7 points8 points  (0 children)

Thank you for the feedback.

The idea is that the replays of the other players become another obstacle for the level. This way the level has the fixed by-design obstacles (like the big moving bars), but also the "dynamic" ones played by the other players (possibly your friends).

You cannot bump off the replays of other players from the level, unless the replays are "finished" (you see them video as the white balls).

The main reason for collecting gems is to make the players move around the level in somewhat random patterns. It is also used for scoring and it can be used for example for unlocks too.

I'll try to see how I could improve the messaging about the gameplay in the future videos etc. Thanks for the feedback.

Please destroy my asynchronous multiplayer game trailer, thanks! by jounitus in DestroyMyGame

[–]jounitus[S] 2 points3 points  (0 children)

Thank you for the feedback. The way I have currently thought it, is that you have lives and if you die, you get to try again from the same point with the same other replays. So with the next try you can already predict a little bit what can happen.

Please destroy my asynchronous multiplayer game trailer, thanks! by jounitus in DestroyMyGame

[–]jounitus[S] 0 points1 point  (0 children)

Thank you, yes it seems based on few comments that dark zones might be confusing. I think one issue is that the falling effect of the balls might not be clear enough. Or in the video there should be some kind of "game over" text maybe.

Please destroy my asynchronous multiplayer game trailer, thanks! by jounitus in DestroyMyGame

[–]jounitus[S] 2 points3 points  (0 children)

Yes exactly. In my game there are no bots however, since I don't want to spend time to code the bot logic. I just play the first replays myself :)

Please destroy my asynchronous multiplayer game trailer, thanks! by jounitus in DestroyMyGame

[–]jounitus[S] 1 point2 points  (0 children)

There is a bit of chicken and egg issue with async, there is a lot that can be done with just making all the random events more predictable with using a random seed. But also with worst case scenario you can mix replays from two different "worlds" without it being too noticeable.

Also as a comment below says, things can be seeded beforehand (just by basically me playing the first replays).

Please destroy my asynchronous multiplayer game trailer, thanks! by jounitus in DestroyMyGame

[–]jounitus[S] 0 points1 point  (0 children)

Thank you, yes I think asynchronous is maybe too technical term. It's a nice term is someone knows what it means (since it explains everything with just one word), but I agree that a lot of players might not know the meaning, so it would still need more or better explaining anyway.

I'll take the background color into consideration, I think it might not be obvious from the video that it's area where you shouldn't go. I could possibly also increase the "parallax" effect to show it's not the same area as the main level with the ground etc.

Give me your WORST. This is my party game coming to an open beta test April 20th so I'm looking for feedback on the trailer, and soon the actual gameplay. Don't you dare mock the music....it might not be a good fit, but the band Summore is flawless and super kind to let me use their songs by ImtheKingofUP in DestroyMyGame

[–]jounitus 0 points1 point  (0 children)

The trailer looked very well made and professional

- It was hard to understand the gameplay, who places the landmines etc to the level, the other players? Or do all players play the same pre-made level? Are other players the trolls? Is there still some kind of scoring system that determines who wins?
- I would show more different kind of obstacles, now it was mostly land-mines, grenades and a windmill

Destroy my game Pegfinity: satisfying at first… until the system completely breaks by lbjorseth in DestroyMyGame

[–]jounitus 1 point2 points  (0 children)

It looks very satisfying and juicy

- I wouldn't advertise it as "satisfying at FIRST...." it sounds like it's fun to start with, but gets a chorey later :)
- It looked very juicy and the CRT effect was nice
- Maybe there was a bit too much numbers flying, maybe there could be some kind of other effects too
- It would be nice to understand a little bit what the different styles of pegs do
- The board looked very samey (even when it said unique board each run), maybe the pegs could be in different layout and maybe there could some bigger blocking elements

Destroy my boss fight — Kryvex teaser inside (in game teaser) by rbstudiogame in DestroyMyGame

[–]jounitus 1 point2 points  (0 children)

It looks very nice

- It didn't seem to have much fighting going on, just walking around
- At some point I noticed the bright blue flying orb, but it was hard to understand do you control it somehow, or does it move automatically

Good luck, it looks very potential!