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	<title>Comments on: Build 30: Epic Changes</title>
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	<description>Game Design and Programming</description>
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		<title>By: Rob</title>
		<link>http://www.andymoore.ca/2009/08/build-30-epic-changes/comment-page-1/#comment-105</link>
		<dc:creator>Rob</dc:creator>
		<pubDate>Mon, 10 Aug 2009 16:31:59 +0000</pubDate>
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		<description>Andy,&lt;br /&gt;&lt;br /&gt;Nice work!  Here are a few comments from my first playthrough:&lt;br /&gt;&lt;br /&gt;1) Since the controls are a little nonstandard, it would be helpful to have bigger, more obvious help about them.  That is, when I see [UP/DOWN] aim, [x] fire, my eyes glaze over because it looks like code.  Instead of text, try using pictures that look like keyboard keys with arrows nearby.&lt;br /&gt;&lt;br /&gt;2) Consider putting movement on arrow keys (up, left right), and putting aiming and shooting on a different set of keys (z and c for aim, x for shoot; or z/x for aim, space for shoot).  The reason is that just about every flash game in the world uses arrows for movement.&lt;br /&gt;&lt;br /&gt;3) I&#039;d strongly recommend making your character&#039;s arm/gun thingy much more prominent and obvious.  I&#039;ve been playing your builds ever since you finished space squid and I didn&#039;t notice the aimer until now.  I seriously had no idea you could even aim.&lt;br /&gt;&lt;br /&gt;4) On level 3 or so, you are introduced to Hydrogen.  It&#039;s a neat level, but there should be a ramp or something to let you get back up to the hydrogen if you fall to the bottom level.  At the moment it&#039;s possible to get stuck down there with no way to win, which is no good in a tutorial level.  Or any level, really.&lt;br /&gt;&lt;br /&gt;5) I think it would be better to introduce the three types of bonds in three different levels.&lt;br /&gt;&lt;br /&gt;6) I have a tough time telling the difference between the explody atoms and the ones I&#039;m supposed to grab.  The colors are too similar.  The explody ones should have a different shape or some danger lines or something.&lt;br /&gt;&lt;br /&gt;7) I also can&#039;t remember the mapping of element name (oxygen, etc) to visual representation (greenish circle, etc).  Could there be a bit of text that pops up when you hit them (Oxygen collected!) to help me learn it?&lt;br /&gt;&lt;br /&gt;8) Shouldn&#039;t the bonds poof away when one of the atoms on either side is destroyed?  The current behavior doesn&#039;t make sense.&lt;br /&gt;&lt;br /&gt;9) &quot;Aluminum&quot; isn&#039;t what I think of when I think &quot;super heavy thing that can kill me&quot;.  How about Iron or Lead instead?&lt;br /&gt;&lt;br /&gt;10) The &quot;hold down z to wall jump&quot; hint was great.  I&#039;d recommend making it even more prominent, like the &quot;build to the pipe&quot; sign on level 1 of World of Goo.&lt;br /&gt;&lt;br /&gt;11) The help text about &quot;falling off screen is deadly&quot; was confusing to me.  The point of this level is to teach the user that he can drop nitrogen off-screen to destroy it.  But why are we destroying nitrogen, when we can leave aluminum behind?  How about just make it so you don&#039;t have to destroy nitrogen to win a level?  And then protonaut&#039;s mission becomes much, MUCH easier to explain: collect gases.&lt;br /&gt;&lt;br /&gt;12) I&#039;m only just now noticing the help text below the game screen.  I think most people ignore stuff outside the game screen because it usually useless stuff like ads.&lt;br /&gt;&lt;br /&gt;13) Final Exam:  Ack, it&#039;s possible to miss a ball a the top and then be stuck at the bottom with no way to finish!  Also, there are a few &quot;leaps of faith&quot;, where you have to jump into the unknown.&lt;br /&gt;&lt;br /&gt;14) Can jump be made to work continuously when held down?  It&#039;s great when you are wall jumping, but it should also work that way when walking.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;I hope this is helpful.  IM me sometime; I&#039;ve got plenty more to talk about.&lt;br /&gt;&lt;br /&gt;Rob</description>
		<content:encoded><![CDATA[<p>Andy,</p>
<p>Nice work!  Here are a few comments from my first playthrough:</p>
<p>1) Since the controls are a little nonstandard, it would be helpful to have bigger, more obvious help about them.  That is, when I see [UP/DOWN] aim, [x] fire, my eyes glaze over because it looks like code.  Instead of text, try using pictures that look like keyboard keys with arrows nearby.</p>
<p>2) Consider putting movement on arrow keys (up, left right), and putting aiming and shooting on a different set of keys (z and c for aim, x for shoot; or z/x for aim, space for shoot).  The reason is that just about every flash game in the world uses arrows for movement.</p>
<p>3) I&#39;d strongly recommend making your character&#39;s arm/gun thingy much more prominent and obvious.  I&#39;ve been playing your builds ever since you finished space squid and I didn&#39;t notice the aimer until now.  I seriously had no idea you could even aim.</p>
<p>4) On level 3 or so, you are introduced to Hydrogen.  It&#39;s a neat level, but there should be a ramp or something to let you get back up to the hydrogen if you fall to the bottom level.  At the moment it&#39;s possible to get stuck down there with no way to win, which is no good in a tutorial level.  Or any level, really.</p>
<p>5) I think it would be better to introduce the three types of bonds in three different levels.</p>
<p>6) I have a tough time telling the difference between the explody atoms and the ones I&#39;m supposed to grab.  The colors are too similar.  The explody ones should have a different shape or some danger lines or something.</p>
<p>7) I also can&#39;t remember the mapping of element name (oxygen, etc) to visual representation (greenish circle, etc).  Could there be a bit of text that pops up when you hit them (Oxygen collected!) to help me learn it?</p>
<p>8) Shouldn&#39;t the bonds poof away when one of the atoms on either side is destroyed?  The current behavior doesn&#39;t make sense.</p>
<p>9) &quot;Aluminum&quot; isn&#39;t what I think of when I think &quot;super heavy thing that can kill me&quot;.  How about Iron or Lead instead?</p>
<p>10) The &quot;hold down z to wall jump&quot; hint was great.  I&#39;d recommend making it even more prominent, like the &quot;build to the pipe&quot; sign on level 1 of World of Goo.</p>
<p>11) The help text about &quot;falling off screen is deadly&quot; was confusing to me.  The point of this level is to teach the user that he can drop nitrogen off-screen to destroy it.  But why are we destroying nitrogen, when we can leave aluminum behind?  How about just make it so you don&#39;t have to destroy nitrogen to win a level?  And then protonaut&#39;s mission becomes much, MUCH easier to explain: collect gases.</p>
<p>12) I&#39;m only just now noticing the help text below the game screen.  I think most people ignore stuff outside the game screen because it usually useless stuff like ads.</p>
<p>13) Final Exam:  Ack, it&#39;s possible to miss a ball a the top and then be stuck at the bottom with no way to finish!  Also, there are a few &quot;leaps of faith&quot;, where you have to jump into the unknown.</p>
<p>14) Can jump be made to work continuously when held down?  It&#39;s great when you are wall jumping, but it should also work that way when walking.</p>
<p>I hope this is helpful.  IM me sometime; I&#39;ve got plenty more to talk about.</p>
<p>Rob</p>
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