Game Development Community

Looking for feedback for "Labyrinth"

by William Lee Sims · in Torque Game Builder · 10/04/2010 (1:29 am) · 13 replies

We're at the point where we feel that "Labyrinth: Caverns of 2073" is solid enough to show the public. The code has been firmed up, but there are still a few graphics to do and maybe one more ambient audio to make.

So, if you are interested in playing "Labyrinth" in its beta state and providing some feedback, we'd love to hear from you.

First, you should watch the promo video:



Next, you should download the zip and play the game.

Finally, you can either post your feedback here or email me directly at wsims@machinecodegames.com. We're open to any comments and suggestions you might have. Also, feel free to leave feedback based upon the video alone.

Thanks!

#1
10/04/2010 (2:57 am)
Is there a Mac version?
#2
10/04/2010 (1:20 pm)
There's no Mac version right now.
#3
10/05/2010 (7:34 pm)
I've been away from the forums for awhile. I remember you gave me great feedback on Fangorodrim. I'll check this out tonight and let you know how it goes. Btw, have you posted this in other indie forums?

Edit: I played this for about an hour and I'm super impressed. This is a fun little game! The production values are commercial quality. I'm not into puzzle games, but before I knew it, 30 minutes had passed. The movement point puzzle is fun. My record was 22 points. I like the hints but would get mad at myself when I missed something obvious. Do the hints stop after a few games? I was thinking it should cost a point to ask for a hint.

I collected a bunch of puzzle pieces and some of them fit together and some of them look like they belong to other puzzles. Not sure about that. A few things confused me such as why the minimap resets itself and the spray can messages. Overall I'm glad I played it. Thanks for posting it.
#4
10/07/2010 (1:21 pm)
I haven't tried out the game yet, but the video looks really cool! Nice work William!
#5
10/07/2010 (1:48 pm)
Love the game Will... I played quite a few times before I beat the first level and that's where I think the game really blossoms... Tech store, powerups, etc!

Took me a while to get the hang of the solitaire game but I'm getting pretty good at it now and can stack up those movement points.

So which portal is going to adopt this fine piece of software?
#6
10/08/2010 (2:17 am)
@Kevin - The puzzle pieces really throw people off. I've received a couple of comments off-line regarding this, too. After I get all these comments compiled, hopefully I'll have something new to show.

@Everybody else - Thanks for the comments! I really appreciate the encouragement!
#7
10/09/2010 (2:37 pm)
Not really a puzzle man myself (other than portal) but I must say Labyrinth is quite fun. I really enjoyed the menu screens and the art work and the music. My only complaint so far is the game is to slow paced for my liking.
#8
10/10/2010 (3:24 am)
Actually, I like the pace of this game. If it had been really fast paced (i.e. frenetic) I would not have put up with it for more than 5 minutes. As it is, it gives me time to think with its turn based feel and requirement to think rather than just react.
#9
10/11/2010 (10:07 am)
I will categorize myself as a casual gamer really. Didn't understand the stack puzzle (to gain movement points) quickly and there was too much to read in there so I gave up the first time and closed it. There are hints, but it would be better if you highlighted the position to click and place at least for the first time (like they do in windows solitaire).

It's got a very cool look and feel (been said before, but the gui's simply rock). Really liked the concept of this game.
#10
10/13/2010 (4:21 am)
A *HUGE* "Thank You!" to everybody who provided feedback here or through email. I truly appreciate every comment made.

I've already made changes to make the Solitaire game more intuitive, the help is "integrated" into the game (no separate screen), and the help can be repeated. Plus, I simplified the help into 6 sentences, no more than 16 words each.

The game does start slow, but that's on purpose. It accelerates rather quickly by Level 3.

I've got some bugs to fix and a few more useability issues to resolve, and then I'll drop another version here for people who want to see the changes. I'll also be trying this out at some more public beta testing sites that Kevin recommended a while back.

Thanks again!
#11
10/13/2010 (3:18 pm)
A suggestion for the next version: I noticed the "dig" icon shows up for every hex. Is there anything to find when no minerals light up? If not, it would be nice if the Dig option only appeared if there was something to find. Or.. there was some reason to dig when the hex "appears" to be empty.
#12
10/13/2010 (11:56 pm)
The main idea is that you have to find the gems and dig them up. Plus, there are other things to dig up! In most levels, there's the artifact piece to dig up. In Level 4, there are two roots to dig up. Finally, in Level 10, there are two final artifact pieces to dig up that you need to win the game.

There are ways to make digging easier! The mole has a Sounding ability you can buy that shows the gems on the mini-map. The Magick Spade digs all of the adjacent hexes in addition to the one you are on. The dog has Sense Artifact which shows the Artifact's location on the mini-map. Finally, there's the Mole Assist which reduces digging from 4 Movement Points down to 2 Movement Points. With all of those combined, you typically dig on hexes that have nothing because the surrounding hexes have so many gems.
#13
10/14/2010 (1:50 pm)
Hey, that's cool! This game has more depth than I thought.