PyWeek - [HUN]Mindless Game Studio - feedback

Fun Prod Inno Disq N/W Comments
4 4 4

Nice, addictive, simple

4 4 5

Clever. Rune drawing is robust and predictable (which is good!). Graphics could be more consistent. Crashed after a couple of minutes:

File "/media/pyweek-4-finals/Mindless_pw4/sky_journey-v1.0b/lib/Scene.py", line 493, in check_wave_stage
self.advance_stage()
File "/media/pyweek-4-finals/Mindless_pw4/sky_journey-v1.0b/lib/Scene.py", line 659, in advance_stage
hint = HintTextSprite(config.SCREEN_WIDTH / 2, config.SCREEN_HEIGHT - 50, self.act_stage.hint_text, (255, 255, 255), 24, "burti_bold.ttf", self.act_stage.fade_in_time, self.act_stage.display_time, self.act_stage.fade_out_time)
File "/media/pyweek-4-finals/Mindless_pw4/sky_journey-v1.0b/lib/Sprite.py", line 407, in __init__
TextSprite.__init__(self, x, y, text, color, size, font, False, (0, 0, 0), 2)
File "/media/pyweek-4-finals/Mindless_pw4/sky_journey-v1.0b/lib/Sprite.py", line 336, in __init__
self.set_text(text, color, size, font, antialias, shadow, shadow_offs)
File "/media/pyweek-4-finals/Mindless_pw4/sky_journey-v1.0b/lib/Sprite.py", line 362, in set_text
self.surf = self.font.render(self.text, self.antialias, self.color)
pygame.error: SDL_ttf render failed

I'm Python 2.4 on Gentoo AMD64.

4 3 4

Quite a lot of un drawing runes, and also a nice idea I hadn't seen before!

Production values are nice - graphics, music, good rune effects. It would've been higher if not for the stability problems.

3 4 3

nice to play but a bit complicated to cast spells

3 4 4

Very interesting approach and great production! A little more forgiveness on the rune drawing would be nice.

4 4 4

Nice concept. A bit of explanation about what is the meaning of all those progressbars would have helped a bit.

3 4 4

after some time of playing, it will die:
ra@tachikoma:~/Desktop/pyweek4/sky_journey-v1.0b$ python run_game.py
Warning: Unable to import psyco. Disabling...
WS ['Welcome', 'to', 'Sky', 'Journey!']
WS ['Draw', 'runes', 'with', 'the', 'mouse', 'while', 'holding', 'the', 'left', 'button.']
WS ['Release', 'the', 'button', 'to', 'cast', 'the', 'spell.']
WS ['Hint:', 'start', 'from', 'the', 'red', 'end', 'and', 'move', 'toward', 'the', 'yellow', 'one.']
WS ['Good', 'luck!']
Advanced to the next stage
<GameFlow.IntermissionStage instance at 0xb770390c>
Advanced to the next stage
<GameFlow.WaveStage instance at 0xb770394c>
Traceback (most recent call last):
File "run_game.py", line 13, in ?
main.main()
File "/home/ra/Desktop/pyweek4/sky_journey-v1.0b/lib/main.py", line 97, in main
scene.run()
File "/home/ra/Desktop/pyweek4/sky_journey-v1.0b/lib/Scene.py", line 320, in run
self.hit_balloon(enemy, rect)
File "/home/ra/Desktop/pyweek4/sky_journey-v1.0b/lib/Scene.py", line 685, in hit_balloon
self.check_wave_stage()
File "/home/ra/Desktop/pyweek4/sky_journey-v1.0b/lib/Scene.py", line 493, in check_wave_stage
self.advance_stage()
File "/home/ra/Desktop/pyweek4/sky_journey-v1.0b/lib/Scene.py", line 659, in advance_stage
hint = HintTextSprite(config.SCREEN_WIDTH / 2, config.SCREEN_HEIGHT - 50, self.act_stage.hint_text, (255, 255, 255), 24, "burti_bold.ttf", self.act_stage.fade_in_time, self.act_stage.display_time, self.act_stage.fade_out_time)
File "/home/ra/Desktop/pyweek4/sky_journey-v1.0b/lib/Sprite.py", line 407, in __init__
TextSprite.__init__(self, x, y, text, color, size, font, False, (0, 0, 0), 2)
File "/home/ra/Desktop/pyweek4/sky_journey-v1.0b/lib/Sprite.py", line 336, in __init__
self.set_text(text, color, size, font, antialias, shadow, shadow_offs)
File "/home/ra/Desktop/pyweek4/sky_journey-v1.0b/lib/Sprite.py", line 362, in set_text
self.surf = self.font.render(self.text, self.antialias, self.color)
pygame.error: SDL_ttf render failed

3 3 5

nice but should have expanded the idea

4 4 4

Very very adictive. I would liked to see new runes and new weapons while passing levels.

2 4 3

I like the sound effects. But I'm not good in this game, drawing with touchpad is not easy.

3 3 5

Very original gameplay, though I never got the hang of spellcasting. I liked it :)

2 5 4

Beautiful graphics and custom music. I never really could figure out how to play, try as I
might. The instructions made it sound easy, but I never got anything to happen.

2 3 4

It was very difficult to play with the touchpad.

2 2 4

Was a very cool concept but A: all the sprites were from RPG maker, and I'm pretty sure that fireball is from street fighter alpha 3? And B: yikes on the magic detection. Its near impossible to pull those moves off, and when you do it doesn't feel any different than when you don't??

Very cool concept and it will definitely turn into something really cool when you get the magic thing worked out!!

5 4 4

Well done. It's very fun and the music fits quite well. The rune drawing is a good idea, and the level up adds a nice touch to the game. The triangle is hard to draw, though.

2 4 3

Hard to tell why certain gestures weren't being accepted.

I find gestural interfaces frustrating.

3 3 5

Would of been nice of runes were a bit easier to use.

3 4 5

Good job on the game! I'm really impressed with it technically -- the recognition of the different runes were very good! The gameplay was fun, but I found it hard to do very much damage. Also, it was hard to aim the lightning spell because you had to aim where you wanted the stroke to end up, which I thought was a nice touch. It was frustrating that I couldn't kill things in the early levels, because I wasn't good enough to hit the things the 2 or 3 times that was necessary to kill them. Still, it was very good! If I was playing with a mouse or tablet, it would have been much more fun than my twitchy laptop touchpad. Otherwise, I might have played it longer.

3 3 4

Very innovative game, the spells themselves were a little challenging to cast, but the enemy lives seemed a little skewed to the amount of spells you could cast. Enemies should be killed using 1-2 of a spell of the required difficulty to cast. This is a minor issue however, the game is quite good!

3 3 3

-

3 3 4

+ The game has a nice slow feeling about it. The music and sound helps very much.
+ Nice idea with spell drawing.
o A bit more work on the gameplay, for example, just give the player one spell in the beginning.
- ?

2 3 4

The rune drawing needs to be more forgiving. I had a lot of trouble getting them to work at all. Interesting idea though.

3 3 4

original gameplay: +1 boring music: -1

3 3 4

Drawing the spells, that's a really cool idea. I think I've seen it in a DOS RPG once, but you didn't actually have to draw it by hand. Anyways, good job.

3 5 4

Hard to get the runes right, but otherwise a very good game. Thanks!

2 2 4

nice idea with the rune-drawing, but it doesn't work so well (framerate?), especially on full screen.
besides, the game seems a bit hard, and still boring.

3 3 4

Awesome Idea. A bit laggy for me to really get a feel for it.

3 4 2

I thought it was pretty fun, though a bit on the slow side. It would have been nice if there was a better way to tell which way your magic was going to shoot.

3 4 4

Mouse gestures are apparently not my thing...

Neat idea though.

1 2 3

The shapes were a little on the hard side to draw, and I didn't like that you just used the rpg maker graphics.

2 4 3

Nice graphics! Although a neat idea, I did find the rune drawing a little difficult to use. It seemed difficult to draw them exactly perfect so that it would be recognized.

3 4 3

nice music, buy eventually tiring. great spanish voice effects. kind of hard to play with
trackpad. no motivation to keep going after a while :) nice game.

2 4 4

great looking game + idea, but drawing the runes at the right position at the right moment was just too tough for me to really enjoy the game.

2 3 4

The game looked promising but.. as you said it yourself.. its' quite hard to draw the runes. Actually took me a lot of time to figure out what to draw :D. It was definitely innovative, it would have been fun if the rune drawing was a little forgiving.

3 4 3

It's an OK game. Aiming with the gesture system feels a bit awkward, and the enemies aren't very interesting, but I like the look of the game. The music is very fitting and stylish too.

4 5 4

A very, very nice game! I'm not sure if the music fits the wizard theme but it's better than no music at all, eh? The game idea is great and the game itself looks quite polished already. *thumbs up*

4 4 5 yes

I tried this game under Windows (with both, the Windows and the Non-Windows version), but unfortunately it was unplayable (I don't know what FPS it had, but it was really slow and it was impossible to draw any runes into the sky [mouse rather jumped than moving fluid]). - From what I was able to see the game looked really nice! Sadly, I could not try this game out like it probably was intended to be played...

5 5 5

Very hard to draw the shapes with the mouse. I need a Wiimote ;)
Nice new approach to games that involve magic though. Music is fitting too.

4 4 3

Took a little while to figure out how to aim. Fairly interesting once I got going though. Leveling up was a nice touch.

3 4 4

Quite fun game. Nice music, nice sound effects and nice graphics. Throwing fireballs at
pegasi can't go wrong :)

2 3 3

Nice idea, poor(ish) execution. The rune mechanic is too precise to be fun, and since that's basically the whole game, it suffers from it. The graphics are pretty nice, but a lot of them look ripped from elsewhere, and there are a lot of elements visually that clash with the style of the rest of the game.

3 4 4

First of all, at least on my computer actually completing the runes was too hard to be practical...This game has a nice idea and implementation, but you had to tweak it a bit more for it to reach it fun potential, which is a lot higher than I experienced...
Also it crashed but I couldn't retreive the traceback...Soz...

3 4 4

Rune drawing is a nice idea -- reminiscent of Darwinia, and the magic lessons in the first Harry Potter game.
<p>
Aiming the spells is a bit uncertain, though.

4 4 5

Great game, quite difficult drawing the runes, though.

Also, it seems to crash in story mode.

2 3 4

Walking pegasi in the air? Wtf ;) Interesting spell system, could probably be used in a better way though. :)

2 3 3

I found this game very hard, and quite frustrating. Firstly, I got quite a low frame rate, so it was all a bit jumpy. Secondly, the spells seemed very hard to cast, especially if you wanted to direct them as well. Not only that, but the enemies seemed to take more than one hit to kill. Often I felt I was doing the right shapes, but the game wouldn't pick it up. It may be me... I could manage it on Black and White though.

3 4 4

Interesting game, unfortunately it crashes .. I guess at the end of a level?

Advanced to the next stage
<GameFlow.IntermissionStage instance at 0x858b82c>
Advanced to the next stage
<GameFlow.WaveStage instance at 0x858d48c>
Traceback (most recent call last):
File "run_game.py", line 13, in <module>
main.main()
File "/tmp/sky_journey-v1.0b/lib/main.py", line 97, in main
scene.run()
File "/tmp/sky_journey-v1.0b/lib/Scene.py", line 258, in run
s.update(elapsed_time)
File "/tmp/sky_journey-v1.0b/lib/Enemy.py", line 47, in update
AccelSprite.update(self, elapsed_msecs)
File "/tmp/sky_journey-v1.0b/lib/Sprite.py", line 274, in update
self.out_of_screen_cbfn(*self.out_of_screen_cbpars)
File "/tmp/sky_journey-v1.0b/lib/Scene.py", line 484, in enemy_left_screen
self.check_wave_stage()
File "/tmp/sky_journey-v1.0b/lib/Scene.py", line 493, in check_wave_stage
self.advance_stage()
File "/tmp/sky_journey-v1.0b/lib/Scene.py", line 659, in advance_stage
hint = HintTextSprite(config.SCREEN_WIDTH / 2, config.SCREEN_HEIGHT - 50, self.act_stage.hint_text, (255, 255, 255), 24, "burti_bold.ttf", self.act_stage.fade_in_time, self.act_stage.display_time, self.act_stage.fade_out_time)
File "/tmp/sky_journey-v1.0b/lib/Sprite.py", line 407, in __init__
TextSprite.__init__(self, x, y, text, color, size, font, False, (0, 0, 0), 2)
File "/tmp/sky_journey-v1.0b/lib/Sprite.py", line 336, in __init__
self.set_text(text, color, size, font, antialias, shadow, shadow_offs)
File "/tmp/sky_journey-v1.0b/lib/Sprite.py", line 362, in set_text
self.surf = self.font.render(self.text, self.antialias, self.color)
pygame.error: SDL_ttf render failed