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JackSmack
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David Fulton @JackSmack

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Power of Three: Primary -- Nearly Done! Beta Test Now!

Posted by JackSmack - January 26th, 2010


Howdy Everypeoples!

Ok so I know the Power of Three was a summer event... and what is it now Febuary next week? Yeah so the timing is the suck... BUT It got done! We have been busting our asses on this game for a long... LONG time and I hope you like it!

Hopefully it will be ready for releasing over the next couple of weeks. But we need your help. We need you to beta test the game and let us know your thoughts on it.

Here are some things to think about when testing the game...

First this is a beta test so if you don't plan on giving feedback wait till the game is done! I don't want you to come across a bug and get a bad impression about the game.

If you can't dedicate an hour to playing through the game, it does save your level, stats and awards. Don't worry you can come back later and finish up.

Please don't try to distribute the game, as previously noted it is NOT complete and it's site locked for beta testing. You can have a copy of it when it is done, and not till then. For now please just play the game and give feedback.

If you find a bug let me know about it.

How is the pacing of the game? Around what level do you feel like you have had enough of it and want to go do something else?

Is it to hard? To easy? Just right?

Does the control scheme make sense once you get use to it?

How can the game be improved?

Any issues with the audio being to loud or not loud enough?

Any in game text misspelled?

Any graphics look out of place or just wrong?

Just some things to think about when playing the game... Again please post feedback here as a response to my blog, or PM me your feedback. We really want to make sure that this game gets tested throughly since it is so massive.

Thanks again!
Here is the link to the game for testing purposes... again if you do not plan on giving feedback please wait for the final version in a couple weeks.

Power of Three: Primary -- Nearly Done! Beta Test Now!


Comments

I only played a sample of the demo but the game has smooth decent controls and a really great working concept. The art and storyline are motivating and neat and I can't wait to play the full game!

Played a bit of it and have to say it's a really fun puzzle game. The art is great and the animation is smooth. The storyline is something great and original, in my opinion at least, kinda reminds me of Da Blob. Anywho, I didn't play the whole way through cause I wanted to wait for the full release. With the bubbles, when you collect them there should be a little now, like a little ping or something, it's just what I hear in my head, and when they pop, have a popping sound.
Great work nonetheless :)
-Daicos

I played through up until the blue power up. This game is excellent, once I got the hang of things I was bouncing through the levels like a madman.

Some suggestions:
--When the yellow guy makes a portal, make it appear right under him instead of in front of him. That would reduce a lot of frustration.
--Include a color chart on the HUD on which of the three keys maps to the three colors. I died a number of frustrating deaths mixing up which buttons are red and blue.
--Menu pauses time.
--R = restart, complete with time.
--At the beginning, ask to set quality. The first few levels sucked before I realized how crappy my computer is.
--Mark where bosses are on the level select, maybe with a black splotch.
--The music gets out of sync with itself if you wait on the level select screen.
--Have the camera zoom out on the first boss, so that you can see when he pops up on screen on the other side of the room. Either that or have a giant arrow appear when he pops up off screen.
--Give the first boss a name and have that name appear when you enter the room. That way, people have something else to call him other than "first boss". Why curse at "the first boss" when you could curse at "The Middle Manager of Evil" or "Opaque" or something like that.

Can't wait for the final release!

The idea behind having the portal pop up infront of you is to limit where you can drop portals a little bit. This made level design much easier to be honest. If you could drop a portal on any tiny surface it might work from the player perspective but from a developer perspective it was a bit to much to handle. There are a ton of things to keep track of when designing levels for this game and setting that limitation made it more manageable so perhaps in another version of Primary.

The quality control will be on the main menu in the final game. Right now it is available in the right click menu. R is the action button so it can't equal restart.

The boss fight was designed so that every once in a while he would pop up off screen. This makes audio play a large part in the boss fight. If you don't have audio you can easily bounce around from door to door on the first boss fight to get past him.

The first boss's name is The Void Overlord, it's actually in the elevator but I guess I could make that more prominent. I will have to see how the splotches on the elevator work... I don't know if it will make the elevator to tacky, it already has a lot going on in there.

Thanks for the quality feedback!

I am too tired to play it through, I played about 6 levels or so. Pretty cool! I think when you are yellow you should press space to use his special move instead of S.. Unless you use Space later in the game for the yellow character for something else..

It just doesnt make sense all of the characters specials are used with space.. except the yellow one has to press s...?

Yeah, everyone says that but you will understand the method to the madness once you get past level 11.

It really looks amazing. Can't wait to play the whole thing ^^

great game, all the sugestions I had are allready made by Regularjoe
just 2 questions
1. why does the system in the tower try to help you?
2. Will there be medals?
keep up the work. can't wait!!!!

answers...

1: The tower system helps you because it is a game and most people will need some hand holding to get up to speed on how to play it quickly. I could have the tower system just shoot the player in the face when he first enters the level, but that might be a bit harsh. :) So yeah the tower is helpful because I want the learning curve to be very small for this game.

2: There are indeed going to be medals. If you go to the Menu button on the bottom HUD, there is a button in the menu that says Medals and Achievments. Click on that to see the 18 medals that are currently in the game. These will be NG medals as well.

I only had time to play a few levels but it feels like a great game.
but it would be 10 times better with arrow keys instead of wasd.

I don't know about 10 times better... perhaps 1.5 times better... either way. I originally had both wasd and the arrow keys controlling the game so you could choose which to use. For some wierd reason even though the code was EXACTLY the same for both, the arrow keys sometimes stopped working on multiple computers... SO I had to ditch the arrow keys as an option for movement.

Once you get use to wasd though it works really well, you just have to give it a chance.

I was going to suggest having all special abilities activated with space but you already posted about that so I'll have to see what you had in mind

I was thinking for the wall slide it would be nice if once you start the slide you stay attached to the wall, and you don't come off until you either jump or press S to drop down. this way it makes it a lot easier to wall jump- now the player can concentrate on what direction they want to go next, instead of remember to keep the right key pressed down as well. just my thoughts :)

hmmm... hadn't really thought of that. I have playtested the crap out of the game so I guess that that setup would work but I'm so use to the current setup cause it allows you to decend faster if you want to. I'm not sure people would want to brush against a wall and stick to it though.

I will play around with this and see if it works well in the game. Good idea don't know if it will make it though if I can't nail it without any bugs.

I need a cool logo.
We need a credits page(For everything not just You, Me, and Maestro)
I need to make an intro.

FIX THESE DAVID.

When I dissapear as a yellow my guy keeps turning invisible. He dosent stay invisible
Just add simple stop(); code or whatever to make the animation of him turning invisible.

Oh wait nvm i was holding S down the whole time

You've said to use Google chrome if you have the sticky keys problem; I left a review telling you about the fact that I had it. I'm currently using Google Chrome, I've played the game, and Google Chrome has had no impact on the problem at all. Unless you have any other suggestions, I'm not going to be able to play this awesome-looking game. This is really quite frustrating.

It confuses me that two people in a row have made an idiot mistake. The guy above me was holding down S all the time, and I wasn't actually using Google Chrome.
...The game works fine. Sorry about that.

You spelled Human "hueman" in the intro scene ;)