Shared your story on my website: https://rootgamer.com/download/12170/download-boxbyte-lyte - hope it helps getting word out.
On behalf of Linux gamers; "Thank you for Linux support!!"
cheers,
81–90 of 100 posts
Shared your story on my website: https://rootgamer.com/download/12170/download-boxbyte-lyte - hope it helps getting word out.
On behalf of Linux gamers; "Thank you for Linux support!!"
cheers,
Shared your story on my website [1] hope it helps getting the word out.
On behalf of Linux gaming community; "Thank you for Linux support!!"
cheers, Derk
[1] = https://rootgamer.com/download/12170/download-boxbyte-lyte
Congratulations on shipping. Most people who want to get into independent development never even make it past alpha, if that. Really, I think the basic idea is alright, but the actual gameplay and design need a bit of polish. However, as soon as I opened it up I got a warning from Windows. If I have to choose to let your app through the firewall that's a bad sign. I feel like a beta shouldn't be making network reques…
One of the leading goals I've been following is design by subtraction. The idea that you should take away everything but the core gameplay and let that drive the game. So the format settled on focusing just on the color matching gameplay and each gate that comes adds its own mixup of the core. There were times when I tried messing with the core gameplay and tried some more complexity, but it just didn't feel like BoxByte anymore.
It could always use some more polish, I'm really a one man team though so it's been a struggle to get even what I have lol.
I'm not sure what's up with the warning. I think that's just a Unity thing because there's no actual networking code in the game itself.
I agree about the text. I find ui design to be some of the most boring work involved with a game so there are some instances where the ui could definitely be better.
The tutorial seems to be something that people are the most divided on. Some people really like it and some really hate it. I just think that's how it goes with tutorials. No one wants to be stuck reading when they want to be playing. But I found it was really important for people to understand the game. I tried to make it as short as I could if that helps :)
It's funny that you mention those three, because every one of those had significant changes in the past three months. Ultimately the game is one big challenge though, so what I did was try to focus on what the hardcore BoxByte player would want. The downside of course is that there are a lot of cool things later on in the game that some players will never see. In the end I just didn't want to make it easier at a detriment to those core players who will play it most.
I really would have liked to have had more puzzles, but it's mostly a game about skill and tactics. However I don't agree about there being artificial difficulty. But I definitely think it could be too hard and that's part of the reason I'm posting this to hear experiences.
What makes you think it's a general sci-fi world? It's actually a very dark oppressive world. Is there a game world? ;)
I can't comment much on the background, I've already said too much on the world... But all is not as it seems...
About the score, I guess it could be handled better. But it's really meant to be a kind of goal. I don't really want to gravitate towards a kind of participation award though. Of course that leaves it with some sharp edges but that's part of what makes it BoxByte. It's unforgiving but always fair.
With a game like BoxByte I don't think it's something that can cater well to every demographic. I definitely made efforts to try to smooth it out, but in some cases I decided to leave it as is and hopefully the demographic that likes it will like it more for that.
Having said that, I might be completely off. This isn't an exact science after all. In that case I'm definitely willing accept that and take input :)
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And last bit of feedback - the keyboard controls don't work. Spacebar doesn't change the color, and the arrow keys don't make me move around. This is on the Linux build.
That's really bizarre. I'll have to test it again on my ubuntu box. Thank you so much for the feedback!
Congratulations on shipping. Most people who want to get into independent development never even make it past alpha, if that. Really, I think the basic idea is alright, but the actual gameplay and design need a bit of polish. However, as soon as I opened it up I got a warning from Windows. If I have to choose to let your app through the firewall that's a bad sign. I feel like a beta shouldn't be making network reques…
Thanks, and yeah I've been stuck on alpha for a long time now. Since your comment is so detailed let me go into a bit of the thinking behind it. One of the leading goals I've been following is design by subtraction. The idea that you should take away everything but the core gameplay and let that drive the game. So the format settled on focusing just on the color matching gameplay and each gate that comes adds its own…
I kind of feel the same way. Unfortunately, if you're going to do this all on your own, you're going to have to find a way to get interested in everything. I've only finished one game myself (a very poor Space Invaders clone, without Unity) and getting text to work was definitely one of the most boring and tedious parts of it.
>The tutorial seems to be something that people are the most divided on. (...)
My issue with the tutorial wasn't the length per se, but the presentation, which seemed a bit to be talking down to the player. Honestly, I figured out the gimmick as soon as I saw the button changed the color of the player sprite and that the other sprites had similar colors, it's not that complicated. I think maybe just tone down the anthropomorphism and it will be better.
>It's funny that you mention those three (...)
I just found the balance to be off somewhere I couldn't quite pin down. It might just be a matter of taste though - I'm more used to shooters and bullet hell games. If other people complain about it then it might be a problem worth looking into, but you're right that you can't please everybody.
>What makes you think it's a general sci-fi world?
The general visual and graphic theme seems to be technological and futuristic.
Good luck with it.
Since you are using Unity, have you considered putting a build for the web up somewhere? I don't even know if it would work, but it might be worth it to put a browser-capable demo somewhere.
Earlier quoted context omitted.
Thanks, and yeah I've been stuck on alpha for a long time now. Since your comment is so detailed let me go into a bit of the thinking behind it. One of the leading goals I've been following is design by subtraction. The idea that you should take away everything but the core gameplay and let that drive the game. So the format settled on focusing just on the color matching gameplay and each gate that comes adds its own…
>I find ui design to be some of the most boring work involved with a game so there are some instances where the ui could definitely be better. I kind of feel the same way. Unfortunately, if you're going to do this all on your own, you're going to have to find a way to get interested in everything. I've only finished one game myself (a very poor Space Invaders clone, without Unity) and getting text to work was definit…
Oh yes I definitely agree. I don't want the game to be worse because I couldn't bring myself to do something boring XD
> I think maybe just tone down the anthropomorphism and it will be better.
That actually bugs me a bit too. But I had chance to gauge the response at a convention and I found that female gamers actually like the game a lot and they react positively to the tutorial. But I'll have to see the general reaction and I may end up throwing it out.
>The general visual and graphic theme seems to be technological and futuristic.
Sounds like a good facade.
>Since you are using Unity, have you considered putting a build for the web up somewhere?
I tried an online build but it seems like unity webplayer is being phased out for the html5 backend. I tried it out in that but the performance was horrible so I'm not sure if there's an easy path on that.
Thanks for the encouragement! Do you have a website yourself or something I can follow you on?
Is it just me, or would it make much more sense if it switched in order of red > green > blue? Most people already know that sequence, so there'd be much less of a learning curve. Also, KB+M doesn't work on the Linux build. Gamepad does, though.
I made the order based on blue. The first artwork I made used blue and it just kinda settled that blue would be Box's default state. RGB does make more sense now that I think about it though. I'll have to think about it and gauge whether it's worth changing since I'd have to go back and tear into code in many files.
Congrats isaiahg on your project and public release! Shared your story on my website: https://rootgamer.com/download/12170/download-boxbyte-lyte - hope it helps getting word out. On behalf of Linux gamers; "Thank you for Linux support!!" cheers,
Don't mention it. I got into Linux when I was 13 and it's been in my heart and soul since. I'd actually be using it full time if the Unity3d editor worked with it. But I made a vow to always support Linux with everything I make because I love the community and I love giving back to it.
I'd really appreciate it if you linked to the twitter or facebook btw. Not for promotional reasons but so people can keep up to date on it. Also I don't have much else right now.
https://www.facebook.com/IrisStudioGames https://twitter.com/irisstud
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Set up a VM. Why not keep throw-away VM to play with stuff like this? You can make a snapshot to always start from your chosen state.
I could, but honestly, I dont want to go thru the effort just to try out the game. I think this is a big part of the learning process as well - learning how to make your game easily accessible to potential users. Making a game open source is more about the 'statement' in this case. It says: "I dont have anything to hide". That's enough for most people.
I guess you are the customer, you gave feedback, he can make up his mind. Fair enough. Though I doubt you are his target customer for now as you don't want it badly.