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Thread: New Spryke demo - please give me feedback

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    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Fusion 2.5+ DLC (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)
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    New Spryke demo - please give me feedback

    Hey everyone,

    I'm releasing a public demo of Spryke for the first time in about a year. I'd really love some feedback on this build. Especially what you think I could be doing better! I'm a strong believer that everything can always be better, so I'll appreciate any critical feedback, no matter how big or small. And also tell me of any bugs you find, of course!

    I'm also very interested to get a sense of what the minimum requirements for the game are. So I'd be very grateful if you could tell me what sort of performance you get and your system specs - especially those of you with laptops. I assume that any system with a dedicated graphics card should run Spryke quite well (any system with only integrated GPU will probably struggle).

    So please tell me:
    -your performance, subjectively (did it feel ideally smooth, jerky, microstuttering, etc.)
    -your performance, objectively (report your average FPS....if you don't have an FPS program like FRAPS, just hit scrolllock while in the demo to toggle a tiny FPS counter in the top-right corner)
    -your system specs (CPU model, graphics card model, etc.)

    This demo is essentially the same build I took to PAX Aus recently. It consists of 5 levels, with a focus on speedrunning. You'll have to be extremely good to beat the winning time from PAX, which was 44:46. My own personal best is only about 48:00!

    Thanks!

    The link to the demo is here: https://gamejolt.com/games/spryke/189140. Spryke plays best with a gamepad.


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    amazing!
    1. I'm a bit dissorientated with game objects. Brain can't identify how each object works (maybe played not enough)
    2. Game is fast and how about keeping that feel of speed? Loading screen is problem. To keep feel of speed you need a dynamic transition (like transitions in a SMB game) or much fun will be mini-game in a loading screen.

    and here 2 questions:
    1. you didn't realize replay system yet? im also trouble with him, especially with timing of shooting objects.
    2. how you make loading bar? something like set width of loading bar relative to current x dimension of array?

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    Couldn't run it, monitor resolution issue

    It says:

    input signal out of range
    change video settings to 1600 x 900 60hz


    (presumably it refers to changing the application settings,
    since that's my monitor current - & max supported - resolution)

    But I could hear a nice soothing music

    Took a screenshot to see what was going under:

    screen_issue.jpg

    I guess the white part is my monitor (being 1600x900, on the full size png)
    and the black part is perhaps Spryke's default resolution? (1920x1080)

    Wasn't able to make it work, but admittedly I'm no expert in forcing resolutions, if even possible..
    (had also to rollback to a previous pc state after tinkering with an unsupported monitor resolution,
    monitor won't show a thing, and Windows safe mode didn't allow to change back resolution for "normal" mode )

    Maybe you can provide other demo versions supporting lower resolutions,
    or some intro screen for picking up a different resolution?

    For the records, I remember playing your previous demo without any monitor issue.


    ...so I just took a look at Spryke poster
    and since you said to be annoying with details
    something got my eyes:



    not sure if those little edges are really meant to be over the "blue tentacles" rather than behind? (mockup on the right)
    maybe some small vector drawing imprecision maximized by the wallpaper size

    well, maybe it's just me,
    and it's obviously early material,
    so sorry in case it was too nitpicky

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    Ran fine here with no stuttering during game play. FPS was around 120. The only pausing I saw was between stages before the loading screen. The screen froze for around 2 seconds.

    Spec: i5 3570k @ 3.4Ghz, 8GB Ram, AMD Radeon HD 6800 GFX.

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    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleiOS Export Module
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    I think I have nearly the minimal specs fo your game. With my integrated GPU, I don't have a smooth framerate. It is playable but the fun is smaller. In this context I would have expected checkpoints but I am not really a specialist for this kind of game.

    Operating System: Windows 7 64-bit
    Processor: i3-2100 CPU @ 3.10GHz
    Memory: 4096MB RAM
    Chip type: Intel(R) HD Graphics Family
    Display Memory: 1696 MB

    Really nice work on the graphics and the music. There was something disturbing in the level design. Sometimes, it is really crowdy with lots of game elements like in first level and sometimes it seems empty. I know that it is a first demo version.
    It is just a global feeling on the first 3 levels I saw.

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    yeah! been waiting for this. lets see if i can run it

    EDIT: 710MB lol

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    Firstly, it's not a genre that I enjoy at all, so I'm not going to bother commenting much on gameplay, but I tried it briefly just to give you another performance data point...

    I know it's designed to be played with a gamepad, but still, the default key choices (I assume they will be customisable?) are awful - maybe it's just my keyboard, but "space" and "shift" are a loooong way apart (lets just say it's not a game that Donald Trump could play).
    My laptop also does not have a scroll lock key, but I did stumble across the framerate monitor panel that comes up when you press "B".

    Performance seems fine. Maybe not super smooth, but only slowing significantly with the big flash effect when you complete the level, and to a lesser extent when there are many bubbles etc on screen.
    According to the framerate monitor panel, it was averaging around 75fps.

    710mb is way too big a download for what it is, but I guess everyone has fast internet nowadays, so whatever...

    Anyway, specs:

    - 800 MHz Intel Core M-5Y10c (2 GHz Turbo)
    - Intel HD Graphics 5300
    - 8GB RAM
    - SSD

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    wen u've hav to giv critism to a good friend u just made

    usually dont giv too much criticism of peoples wok these days (unless its clickteam fusion itself, coz i hav to make MY work on it lol) and especially if its sumthin fundamental that wud require a whole rework of the product, then i just dont mention it as theres not much that can done to fix it easily & can just make people lose passion for the work.

    but oh well, u did request it . tough love eh? lol

    i will say tho that i dont play modern games, i'm a old skool gamer with a extreme bias towards japanese games, street fighter 2, megaman, mario, sonic, castlevania, gunstar heroes, streets of rage, snes, megadrive, 2d arcades PIXELS! thats me

    i dislike most of the current popular & successful triple A games & hav many critisms of those, so bear that in mind

    ok so here we go "CRITIC GLASSES ENGAGED!" ...

    firstly lets get the performance thing out the way

    my specs are:
    processor - AMD A8-7410 APU with AMD radeon R5 graphics 2.20GHz
    installed memory(RAM)- 8.00 (6.94 GB usable)
    system type - 64-bit Operating system, x64-based processor

    the game started full screen but in a box with huge black borders round the sides & i had to press alt+return to make it properly fill the screen. the game was very jerky and slow on the 1st stage, but not as bad on the other stages but still not great. when i got the end of level warp on stage 1 it paused for so long that i thought it had crashed lol.

    https://www.youtube.com/watch?v=Fm30qP0zGi8
    (sorry for bad quality video)


    i recorded it on one of the stages, but it wasnt that bad in the recorded one, but still long enough to make u question whether the game has frozen or not.

    the game is very graphically impressive but it seems that unless u hav a really good machine, which a lot of people still dont then the game can be slow & jerky which actually makes it seem a bit unprofessional which a terrible shame as u obviously put so much effort in to make it slick and smooth, but even quick budget fusion games will end up running smoother on an average persons machine. hopefully there is are enough users with good machines to make it worth it.

    i dont like the angle of the ground, if its 2d i usually like it to be flat on, altho sum cases work like megaman x in certain stages, but they usually hav the sides flat on & just the top is at a slight angle, so its still cleanish. this is also made a bit worse by the fact that fish does not hav a shadow so its hard to get a sense of where he actually is even tho games like the mentioned megaman x dont hav a shadow either, but it doesnt really seem to make u feel that it needs one, might be coz ur character doesnt hav any feet & hovers.

    the level design seems lacking a bit in structure, usually being forced in the old days to work in grid tiles actually forced people to hav sum structure in there level platform placing, sort of like lego blocks, wen this fully opened up on the playstion 1 era, things went fully awkward and the new freedom aftually exposed that many level designers, didnt actually know how to design solid levels lol, they improved over time tho, altho we had a reassurgance of that poor design on mobile games. i realise that your game is suppose to be free & not rigid like that & he is underwater & stuff, but still the levels seem like the platforms are a bit randomly placed, just dragged onto the screen anywhere, which is funny coz i know u planned out the levels because of the speed running & and warp points, but it still seems slightly messy to my eyes.

    your character has very smooth animation, so wen u turn him around & he flips in 1 frame to the opposite direction it is a bit of a jerk, its seems he shud hav a slight turning transition of sum kind.

    i found the game to floaty , tho ive never been a big fan of underwater levels, especially wen its a whole game of them, i never did like echo the dolphin.

    i really was hoping for sum interaction with that blue fish girl on first stage wen i got to her, but alas.. there was none lol

    & in general i'm not inspired to play a game where i'm controlling a fish, it would hav to be sumthin very spectacular with rock solid mechanics to get me interested if i did, and yours is more butter smooth than rock solid, i like my impacts!

    ok well thats my "critical feedback" from a quick first glance. everything else was great! ("what else is left?" he says )

    best bits for me were definitely the music & special effects

    also, is spryke suppose to be powered by the clickteam fusion engine? it looks like the symbol running inside him

    well hope u can take sumthin from that, and just letting u know i gave u my full honest opinion... & i expect u to return the favor fully by ripping my game to shreds wen i post it, thats the 2nd best thing anyone can do for me (1st is promote it )

    trivia: wen i first went to open the directory i accidental opened the "skype" folder instead of the "spryke" folder

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    Quote Originally Posted by MuddyMole View Post
    710mb is way too big a download for what it is, but I guess everyone has fast internet nowadays, so whatever...
    i do not hav fast internet, that was a 30min+ download

  10. #10
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    Thanks for the feedback guys, keep it coming!

    @alexexhowl

    At the moment, each level requires the main engine frame to be reloaded, which is why there's a loading screen between each. I hope to eventually make levels load from within the same frame, which should speed up transitions.

    Previous builds had a 'replay this level' option, but I disabled it for this PAX build, as I wanted to encourage people to play through all levels before retrying.

    Yes, the loading bar works similar to how you described - set width relative to progress. However, the actual progress amount is 'faked': I just manually set it to 20%, 50%, 80% etc. At various points of the loading code. This is all after the frame is loaded, and I'm just running a fastloop to set everything up. Fusion doesn't allow for an animated loading screen while a frame is being loaded.



    @schrodinger

    Could you try the attached mfa and see if you get the same thing? It's a single-screen dummy MFA with the same exact window and runtime settings as the demo. If it causes the same error, could you experient with settings (eg. Allow user to switch to/from fullscreen, fit inside-black bars....) and see if one of them makes it work for you?

    The version you tried in the past was probably using Ultimate Fullscreen. But I don't use that any more because it's a type of windowed mode, which causes bad microstuttering.

    Yes, you're right, those tentacle bases need to be cleaned up!



    @MuddyMole

    Maybe your laptop has a very small spacebar? Space + Shift is a very common key combination (which is why I chose it for Spryke) - almost every first-person-shooter uses space for jump and shift for crouch or sprint. But of course, the final game must have customisable controls.

    Looks like I accidentally left the VACCiNE debugging stuff in the build, which is why pressing B opened the benchmarking panel. Oh well, I'm glad that was useful.

    The big file size is largely because of the video screensaver that is included - that was relevant for PAX, but I should probably get rid of it in this version.

    That M-54Y10c seems to be holding up pretty well! All other integrated GPU systems so far have produced a slideshow.





    @SHINBAXTER

    Thanks for the detailed feedback!

    That's weird that it started in a black box. What's your resolution? Would you mind loading the attached MFA and seeing if you get the same thing. It's a dummy MFA that has the same runtime and window settings as Spryke. If it causes the same behaviour, could you experient with settings (eg. Allow user to switch to/from fullscreen, fit inside-black bars....) and see if one of them makes it work without the black box?

    I don't think you need a really good machine for Spryke, or even an above-average one. I'm still wanting more data points, but so far I'm finding that the only thing that's needed for good performance is a dedicated graphics card. For example, danworth's graphics card is a mid-strength card from 7 years ago, yet he got 120fps. That to me says that even a current low-end graphics card would be fine. The cutoff seems to be integrated graphics - they just can't handle Spryke at all (MuddyMole's one seems to be an exception). I think most PC gamers who are into modern games will have some sort of dedicated graphics card.

    I'm very interested to hear feedback about the controls, but in this case I suspect that "floaty" more describes the performance than the mechanics. Do you remember what the actual FPS that you got? Because I don't think "floaty" really fits with Spryke's mechanics. When I think of "floaty", I think of slow acceleration and deceleration, or the player taking a long time to change direction. But Spryke doesn't have those qualities. In fact, I've actually being considering making it a bit more 'floaty', because a guy at PAX who was a huge Super Meat Boy fan and a very skilled player (he got 2nd prize in the speedrun challenge) told me he thought the controls were too "immediately responsive". Spryke goes from 0 to top speed in about 0.5 seconds, and many players find this too fast for comfort.

    I agree that the perspective needs to be changed. I don't like flat fully side-on platforms myself (we seem to have almost complete opposite taste in games, hehe...I dislike old games, and never really played many Japanese ones ). But it needs to be less 'isometric'. I'm working on that. Interesting about the level design not feeling purposeful enough. I'm hoping that more foreground graphics and 'landmark' graphics to contextualise everything might help (for example. instead of just floating platforms in an abstract shape, if I rework the visuals to make something seem like a piece of a spaceship with rooms in it...)

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