PyWeek - The Rohirrim - feedback
Buffalo974
mit-mit
This was pretty cool: I wish I could see all the options for what I will drop next, and my opponents options too, so I know what I should strategically use. It's super cool that you guys did this as a father/son team! I can't wait for my son to get just a little bit older and to join me in a team for pyweek!
mauve
The idea here is great; I would enjoy playing this if it developed further. The obstacle to that is the fact that the first player to go has an advantage in getting to the finish line; if you drop enough shields and the opponent gets bad luck on their drops then you probably get to the finish first. I think another mechanic or block type could balance this.
The look is simple but functional. I like the shotgun and healing effects.
DR0ID
nice little game. pgzero is not my prefered choice (it makes it complicated to run the game).
gummbum
Awesome. :) A simple and clever recipe done well. I read through your comments and really wanted to play this, but I was disappointed that it would be two-player. Then I saw you hacked in single player. Yay. I had a rough first match. The computer embarrassed me, so it was time for a grudge match. I got my game face on, and trounced that upstart AI soundly. Ooooo yeahh! (done to the voice of the late Randy Savage) He felt the pain. This is an impressive first entry. Kudos, dowski and wooster. Thanks for making this game. Congratulations on your teamwork.
ntoll
This is a great game. A beautifully simple concept executed in a lovely and simple way. The gameplay had some really fun features (health, shields, blunderbuss and cannon) which were easy to understand and entertaining to play with, as part of a nefarious strategy to knock over the other player's tower. Kudos for using Mu -- but I would say that, wouldn't I..? ;-)
rdb
This was a cool concept, looked nice, and was fun to play. What more can I say? The only thing that was missing was some music.
Darni
I like the way the game auto-balances (the player going low has an easier time aiming to the lower part of the enemy tower, although I would feel more interesting if there was a way to have less of a lockstep feeling (for example, instead of adding a block, reactivating an existing block). Otherwise there's always a difference of 1 in height at most in the games I tried
It's an interesting concept, and the graphics are simple but effective
tundish
I'm on Linux Mint (Linux 4.10.0-38-generic #42~16.04.1-Ubuntu SMP Tue Oct 10 16:32:20 UTC 2017 x86_64 x86_64 x86_64 GNU/Linux). Here's the error:
Traceback (most recent call last):
File "stackytower.py", line 9, in <module>
P1_LEFT = keys.A
NameError: name 'keys' is not defined
tizilogic
I like the game mechanics, I'm certain that this system could be expanded upon.
I didn't have someone to play against when testing this for judging, but with a bit more visual polish and some more, different SFX and some music this would be a fun game to play. Could see this on mobile ;)
OrionDark7
Source Code had an error, but fortunately the Windows Version did work (I think it was probably something to do with me using plain pygame instead of pygame zero). Very fun concept, I only played it once but even then I really enjoyed it!
File "stackytower.py", line 9, in <module>
P1_LEFT = keys.A
NameError: name 'keys' is not defined