Hi !
Featured games (90)
games approved by the League of Dukes
Games in Showcase (710)
Games in Android Showcase (212)
games submitted by our members
Games in WIP (784)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  [libgdx] Mr Toc World  (Read 4078 times)
0 Members and 1 Guest are viewing this topic.
Offline creativaDEV

Senior Newbie

Projects: 2

« Posted 2014-06-02 02:04:38 »

Hello Guys,

Just published a new libgdx game, the title is Mr Toc World

This game is a platformer adventure game that heavily influenced by Super Mario 64. Each levels you have task to collect coins and jewels. Time by time you will acquire special skills to completed the jewel collection that may missed on the previous levels.

You have the basic fight skill by stepping the enemy, other than that, you can find the poison fruit and throw it to the enemy.

Pleas let me know what do you think

Offline LiquidNitrogen
« Reply #1 - Posted 2014-06-02 10:34:27 »

nice work, its pretty smooth. all the game elements look good. it would be nice if the character moved faster, it feels like you're walking on the moon or something. on my galaxy s4 the ad down the bottom was all squashed up in the vertical dimension. I didnt play long but ill have another go soon and see if i find anything else to comment on.
Offline creativaDEV

Senior Newbie

Projects: 2

« Reply #2 - Posted 2014-06-03 07:25:57 »

thanks for the review, waiting on your next comments Smiley
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline LiquidNitrogen
« Reply #3 - Posted 2014-06-04 05:33:45 »

Did your update make it move faster? I'm not sure but it felt like it might have been. Maybe add in a short section of major update features on the play store description so that people who play it can see what is in the update and be tempted to have another try at the game.

It might be good to change a few places on the maps where you can get trapped.. its ok to get trapped if you've made a bad move or bad decision, but if the player is just exploring a new area and gets stuck somewhere with no way to go back the way they came, it becomes frustrating to have to quit the level. Like the pit on level 5 with a sign at the bottom that says you need wall jumping to get back out. I quit playing after that. even the water that you cant get out of kinda sux.. if i died cos i tried to swim further than i should have attempted, then fine, but dieing cos i didnt know that the pool had no way out doesnt quite fit with the feeling that exploration is quite a big part of this game. oh, also i got stuck at the end of a level with not enough coins, when i had been given no indication that i need a certain amount of coins to be able to finish the level.

the enemies which punch you dont seem to be predictable in their attacks. i cant formulate any strategy of when i should try to jump on them, it feels like random chance of whether i jump on them or they hit me when im in the air. its good for things to be hard to predict, but if game elements are too unpredictable then it is hard to increase your skill at playing the game. part of what keeps people playing is when they can get a little better at the game each time they play. theres plenty of opportunity for learning in your game since you have to go back to previous levels to get the last gems.

i had a problem where the ad was covering the move-right button for 15 seconds or so but i cant remember when that happened. several times i was standing in front of a sign and i accidentally clicked off before i could read it, then had to move away and back before i could re-read it (dunno if that matters much but it didnt quite feel right to have to do that.

the graphics are really nice in general, but the trees, the gui picture of the fruit, and the gems could do with a little extra work. also the fire doesnt really match the other graphics. the water might look better if you cant see the hills/clouds behind it.

thats all, hope it helps.
Offline creativaDEV

Senior Newbie

Projects: 2

« Reply #4 - Posted 2014-06-10 03:56:26 »

Wow.. thanks LiquidNitrogen !!

you've pointed out on every detail parts, yes you are correct, player may frustrated on the traps or cant get out from pit/water. I'm thinking of giving player some stock of magic stuffs that can transport him into the starting point.

Yes the enemies attacks are just random. I changed the ads with interstitial since I can't find a good banner position.

thanks again.

Pages: [1]
  ignore  |  Print  
You cannot reply to this message, because it is very, very old.

theagentd (65 views)
2017-02-18 13:42:33

theagentd (70 views)
2017-02-18 13:35:16

h.pernpeintner (1234 views)
2017-01-24 22:39:11

h.pernpeintner (1222 views)
2017-01-24 22:38:32

Galdo (1766 views)
2017-01-12 13:44:09

Archive (1890 views)
2017-01-02 05:31:41

0AndrewShepherd0 (2426 views)
2016-12-16 03:58:39

0AndrewShepherd0 (2277 views)
2016-12-15 21:50:57

Lunch (2358 views)
2016-12-06 16:01:40

ral0r2 (2151 views)
2016-11-23 16:08:26
List of Learning Resources
by elect
2016-09-09 09:47:55

List of Learning Resources
by elect
2016-09-08 09:47:20

List of Learning Resources
by elect
2016-09-08 09:46:51

List of Learning Resources
by elect
2016-09-08 09:46:27

List of Learning Resources
by elect
2016-09-08 09:45:41

List of Learning Resources
by elect
2016-09-08 08:39:20

List of Learning Resources
by elect
2016-09-08 08:38:19

Rendering resources
by Roquen
2016-08-08 05:55:21 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!