PyWeek - Century of the Fruitbat Moving Picture Publishing Company - with 1000 elephants - feedback

Fun Prod Inno Disq N/W Comments
3 3 3

Pretty fun game, but the walking sound effect really REALLY gets on my nerves by the time I launch.

1 2 2

The game concept was nice, but the implementation not to good (lack of balancing and challenge, lack of control) so didn't feel much like a game.

2 3 4

Seems like there was some kinda speed problem on my machine. The whole game was like on super-crack, but it was still cool to play a giant micromanagement game. Very innovative idea, I liked all the little guys you could buy, seemed like a cool game.

2 3 2

wow this is most crazy

3 3 3

Good economics startegy. A more complicated gameplay would have been nice.

2 3 3

It was quite complicated to get my people to stay alive, and then to get them to go on a mission. After they returned from a mission I couldn't get them to do stuff with the things they had brought back :-/

3 4 4

Ok, so it took me a while to settle down and actually read all the screens and then try to figure out what was going on. Once I managed to do that, it was a pretty neat idea.

3 4 4

It was fun and surprisingly easy, but I couldn't finish it because of the Launch bug!

2 2 3

I like the idea, but I couldn't really figure out how to play.

3 3 4

Yay, my rocket was launched. Idea is neat. A suggestion, I think the numbers of trained citizens should be displayed somewhere.

2 3 3

All the running characters of the bottom of the screen activated my ADD ><! Very interesting game concept, I had a hard time following what was going on, but apparently I beat it, and it appeared functional.

4 4 4

The game idea rocks! (Although the ealier version where you can't do anything but watch the survivors die had some appeal, too..) Maybe you could add some sounds for events, i.e. a 'ka-ting!' when a team returns and puts something into storage - just to make it easier to keep track of what's going on.

4 3 4

Interesting. :)

3 3 4

Excellent game! It reminds me a lot of the McDonald's Game, mixed with Civilization. Fun stuff! The time taken to make such good explanation screens was a fantastic help, which really helped your production score in my book. Innovation was definitely there, and I had some good fun during the game that I played! Thanks much!

3 3 3

Loved the different screens, and idea.
sadly, though, the game itself was rather buggy and confusing

3 1 3

The game had many bugs and to many things were going on behind the scenes for me to figure out how to do things right.

3 3 4

Pretty neat game. It would be nice if the player was given more information on what is happening
everywhere, it might be more enjoyable. Currently it's kinda hard to keep track of all that's
happening. It would probably also help if there was some visual feedback on what happens on the
excursions, so that it would be easier to figure out what kind of groups should be sent.

2 2 3

The tutorial is to long and boring, but you already know that ;) Intersting idea, strange not
more games was about launching a space ship..

3 3 2

The concept of the game seems fun, but playing it, I didn't feel like I was in control of the events - things just happened, and happened quickly, without me doing pretty much anything. The production could also be more polished - the walking sounds weird, and the UI is just pretty much ugly.

2 4 4

I like the concept, and effort has clearly gone into the production, but.. I just don't quite
see the gameplay. (Although I must say I've never liked resource management in games, so I'm
probably biased.)

2 2 4

Nice idea, weird gameplay.

2 2 2

lots of information is missing from the hud - making it quite annoying to play, and the launch
button does nothing

2 3 3

The game messed up for me when I tried to launch the rocket.

3 2 4

I would have been nice to have some kind of counter that tells you how much material you need to build your rocket and one that says how many of what type of guy you have. If you have a bunch of guards but they all die or turn into bandits it would be nice to know. Still pretty fun once I figured out what was going on.

3 3 3

It's pretty complex, so it took me a while to figure out how to play. Explaining the game through tutorial gameplay would have been nicer than all the text. Kind of an interesting idea though.

2 2 2

I managed to finish this game. That's good, there were quite a few games that were rather too hard for me. Actually having a goal to work towards to is quite satisfying after seeing some games that seem to just go on without a very clear accomplishment.

The 20th century fox intro.. I'm not sure what 20th century fox has to say about this, and it doesn't really contribute to the game. I'd leave it out.

I like how the game came with an extensive tutorial. What I liked less was that there were quite a few typos in the tutorial. Another sign of lack of polish are the debugging outputs I see when I play the game.

I also like the graphics overall. Simple, but neat to watch little people run around. I like how they show up when they return from a mission as well. I couldn't identify bandits very well though.

Concerning game play: after I play the game, is there still a reason to come back to the game and try to do better?

The UI would be improved if the total amount of people weren't displayed after each class of unit. That needs to be displayed only once. Sorely missing was any display that showed how many people I had of each class of unit! It would also be nice to see some overview just who I sent away.

Little game details like reports from away missions would've helped make the game more fun. "We had to battle a grabulous swixter, but we found a huge hoard of metal!".

With a bit more polish and a few more game play elements this could have been more fun and something to return to.

2 3 4

very noiisy!! had to read the console to figure out what was going on. i just won i i never undestood if i was doing ok or not. nice little guys. interesting idea.

2 2 3

nice idea.

3 2 2

I commend you efforts to make a simulation of sorts. I won, it wasn't that terribly difficult, but it was a bit daunting to try to figure out, especially when there are so many games to play for this competition.

2 2 4

hm, i don't get it. With the console running I get more messages that make somewhat sense but
overall it's only fun for a very short time - I really tried winning, but those damn bandits :-)
Also the screens in the tutorial don't seem to fit the real screens - irritating.

2 2 3

A neat idea, but not executed very well.
Interface and instructions are way too complicated. As you mentioned in your Diary entry, it might easily scare people off.

3 3 4

This game was fun, seriously. A nice addition for further versions would be an overview how
many Guards/Civilists/Carrier/Medics/Explorer are currently in the dome or on outside
missions - would ease the planning of the society :)

2 3 3 yes

Cursor disspeared. making it difficult to play.

2 3 3

I think that this game is a bit to complicated for a pyweek entry. It tries to be a simulation but it is a bit too simple for it to be much fun, and I prefer the games that are easier to get into.
The tutorial did indeed make the game seem like a whole lot harder than what it was, and the interface wasn't all that nice I guess.
I really like the design of the people though :)

3 2 3

The gameplay is kinda cryptic but the idea is interesting enough.

2 4 3

Even with the copious explanations I still didn't really know what I was doing.

2 3 3

Nice game, too long to actually make the rocket fly, but nice idea...God damn bandits :)

2 3 4

The guys move a bit fast, and I wasn't really sure what I was doing.

Seemed to work OK though.

2 3 3

I didn't really understand how to play, I sent people away but I never got any feedback about whether or not they returned. Didn't know how many people I had, etc. Feels like you need to read the code to understand how the game works. :)

2 4 3

An ok game, I might go back to it, but good graphics.