PyWeek - Multiverse Factory
Voldemort Prize for Spiritual Subdivision
Presented by gcewing
Protagonist Most Likely To Love the Powerglove
Presented by mstrange
|fractured-soul-v2.zip — final||5.96 Mbytes||Cosmologicon||2011/04/10 22:05|
|simon.jpg||270.09 Kbytes||Cosmologicon||2011/04/10 06:31|
|multifactory.png||89.57 Kbytes||DR0ID||2011/04/07 22:28|
Wednesday 27 April, 2011
[ Cosmologicon @ 04:44 ] Fractured Soul: response to feedback
Thanks to everyone who took the time to judge! 24 is a good number of responses, and we got a lot of really well considered feedback. This is helpful since we're contemplating another version of Fractured Soul. I'll try to respond to the major points. If you think you gave a good comment that I'm overlooking, please say so! First, there were many very kind comments:
I can see that a lot of work was put into it, great work.
I can't figure out it came out from a "random-people" team who never worked together. Very very good job.
Superb entry, especially the puzzle design.
Very nice platformer puzzle game.
A thoroughly enjoyable game.
A really great game.
love the game mechanics. Nice game
Had tons of fun playing this!
The sounds were quite fitting. The background music is a good match too.
This is great! Well done!
Very well made game.
The graphics and visual effects of sprite during the jumps were amazing. background sound was good too.
Great puzzles that made me think.
Thank you! It's definitely helpful to know what we got right. The judges mostly agree that our game idea, sound/music, level design, and overall implementation (nuts and bolts) were good.
Now on to the suggestions for improvement....
Walk cycle is broken
Would benefit from a bit more variety in the scenery
The disparity between the detail on the character sprite/statues compared to everything else was noticable
I found the interludes unimaginative
Some of the humour was a bit... lame
I for one agree with all of the above. The graphics and the writing were the two major content-related issues I had with the game, and I wrote about them in the postmortem.
Act I "tutorial" felt a little longwinded
Fair enough. We'll see about cutting it down. Maybe spread it out so that the tutorial doesn't all appear at the beginning.
The camera jumped around a lot
I expected to get a lot more negative comments about this. I also think the camera is disturbing, and at the same time we wanted you to see what a button does when you push it. We've gotten some suggestions about how to get both, still not sure what's best.
YOU NEED TO BE ABLE TO WALK PAST A DARN PORTAL WITHOUT GOING IN
I'm a bit puzzled by this. Did you not realize you can walk around the lobby levels by going just underneath the portals? Maybe a different tileset would make this clearer.
I think most puzzles would be equivalent if you could just drop a statue and wouldn't have to start from the gate again.
an undo button would be nice
We'll consider starting where you drop a statue, and hopefully address the repetitiveness one way or the other. But for now I'll just say, there are subtle issues involved that you probably wouldn't think of until you've tried it. There are challenges that only work if you respawn at the start. For instance Ascension could be beaten with four statues if you spawned next to the last statue you placed; many other levels are the same way. As for an undo button, none of the mechanics that made it into the game would be broken by adding that feature, but there are other mechanics I hope to add that would.
Jumping feels a bit odd, probably due to the tile system
lack of solid platforming physics (for example you want to move a little and fall into a pit instead).
The sprite was difficult to control when jumping around the blocks, margin of errors was too little.
The grid-aligned physics helped most of the time, but sometimes got in the way and made the game feel glitchy.
We'll see what we can do. The whole point of the grid-aligned physics is to remove the margin of error with placement. Either you can make a jump easily or not at all. There should be (almost) no jumps in the game that require any skill. Probably the best thing for making it easier to control is getting some playtesters to try out a variety of settings.
cool idea, but needs work
the game is boring when you do the same level for 8th time.
not very fun
Just little platform game without goal.
Thanks for the feedback, not sure what we could do about it. We're definitely open to suggestions you might have as to how to improve the fun or goal!
similar to Braid to which it compares unfavorably
Okay, I'm sorry we couldn't make a game as good as Braid for pyweek. ;)
Thanks again to all the judges, and to richard! See you next time!
Tuesday 19 April, 2011
[ Cosmologicon @ 17:22 ] Fractured Soul: postmortem
Sunday 17 April, 2011
[ Cosmologicon @ 16:02 ] Fractured Soul walkthrough video posted
Hey, I don't know how easy or hard this game is, so here's a walkthrough showing how to beat each of the levels after the tutorial. If you're looking for the solution to a specific level, there are links in the video description. Spoiler alert, obviously....
Friday 15 April, 2011
[ gummbum @ 03:28 ] Windows EXE available
We took some time to build a Windows executable as a convenience for people who don't have Python or pygame. It can be downloaded from our project site: Fractured Soul Win32. You may need to install the MS Visual C++ run-time library in order to use it. See the readme for more info on the MS run-time.
Sunday 10 April, 2011
[ Cosmologicon @ 06:42 ] Fractured Soul available for download
Best pyweek ever! I'm not ready to do a full postmortem, but I want to say that our team put in a ton of work this week. I've been getting about 3 hours of sleep per night and pyweeking non-stop when I'm not at work. I was in charge of level design and I was so into it, I swear I designed two of the levels in my sleep.
I'm really proud of our final result! I hope you enjoy it too!
[ Download Fractured Soul ]
If anyone encounters any major bugs, let us know before the upload deadline and we'll fix them!
Thursday 07 April, 2011
[ DR0ID @ 22:32 ] Starting to get together
After the hard work of the last few days it starts to get together. The parts fit. Level design is in progress as also the needed art assets. It starts to look promising!
Saturday 02 April, 2011
[ Cosmologicon @ 06:19 ] Practice game: Fort Izembo
Our team has been working on a practice game over the past few weeks. We didn't get to add everything that we wanted, including:
But it's still totally playable, and has a couple fun features. Enjoy!
Download Fort Izembo