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Offline ulfjack

Jr. Member
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Posts: 68



« Reply #30 on: 2007-04-25 16:50:32 »

In Rottweiler 4k, the player controls a (big) black rottweiler on his mission to kill all the thieves in the pear orchard. Game controls are left-right, up to jump, space to clench jaws, and down and space to eat killed thieves (and restore ... energy or something).

Category:

Graphics:  4 it's amazing what one can do with all those simple geometric shapes Wink
Technical: 2 seems a little more complicated than just simple collision detection
Gameplay:  1 repetitive
Other:     1 animated characters (dog,thieves)
           1 parallax scrolling
          -1 see remarks
Total:     8


Problems:
The top of the screen is cut off under linux (i.e. you can't see the health and the number of kills).

Remark:
Considering that this game only uses simple geometric shapes, the graphics are exceptionally well done. The one big downside is that thieves kicks can hit the dog even if he is in the air above their heads. Wtf?
Offline ulfjack

Jr. Member
**

Posts: 68



« Reply #31 on: 2007-04-25 16:50:59 »

In VOTA, the player controls an alien army invading earth. Of course, earth only has a single ship, and the alien army has quite a number of ships. Unfortunatly, the earth ship has infinite lives. Game control is ... err ... select a ship with left click, add waypoints with left click. Alternatively, remove all way points and set a new one with right click. Unfortunately, only one ship can be controlled at a time.

Category: shooter, sort of

Graphics:  1 simple geometric shapes
Technical: 1 simple collision detection
Gameplay:  2 clicky
Other:     1 sound (?)
Total:     5


Problems:
The top of the screen is cut off under linux.

Remark:
VOTA is an interesting idea, but I found the game rather difficult to control. There is no way to control multiple ships at once and the earth ship is behaving erratically, and not really predictable. Additionally, it's not possible to control directly when and where the alien ships shoot, rather they shoot only when they move and at certain preset intervals.

Note:
Check sound.
Offline ulfjack

Jr. Member
**

Posts: 68



« Reply #32 on: 2007-04-25 17:26:53 »

Road Fighter is a endurance racing game, i.e. the goal is to drive a car as far as possible along a more or less straight road. Hitting other cars or the road border looses health, collecting ambulances gains health. Left-right to steer, up-down to accelerate and deccelerate.

Category: racer

Graphics:  1 simple geometric shapes
Technical: 2 collision detection
Gameplay:  2 basic, but addictive
Other:     
Total:     5


Problems:
There is a typo 'Press Spaca to Start'. I can't close the game by pressing the (x) button on the window. The game does not display the score when one looses (so I can't post my highscore). Resizing the window gives a gray area around the game.

Remark:
Road Fighter is mostly a fight against randomness. I had it happen that there were no ambulances for a long while, and in another run, a lot of them came right one after the other. Also, cars move rather erratically from left to right and vice versa, which makes it rather difficult to predict where they go. Additionally, sometimes very, very slow cars appear at the top and it is impossible to break or evade them.

Having said all these bad things about the game, how could one go about to make it better? By making it slightly more predictable, for example by having the cars follow the road exactly. Also, by having predetermined tracks (and possibly predetermined orderings of cars), for example by using a preset seed for the random number generator. Having predetermined tracks would allow to improve oneself by memorizing the track. Also, it might make the game fairer to have fixed intervals in which the ambulances appear (e.g. after 100, 200, 300, etc.).
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