Game Development Community

Get Twelve - Our First Game with TGB

by Peter Medina · in Torque Game Builder · 01/30/2007 (12:09 am) · 9 replies

Special Note: Rather than post a new thread I thought I'd edit this one. Any replies posted before March 11th, 2007 are thus replies to the old version of this thread (though still relevant).

My brother Matt and I produced our first computer game over the winter. We're happy with our game but we're really looking for honest feedback from all kinds of people. We believe that honest reviews will help us learn and grow as student game designers.

If you're interested in reviewing our game, please visit our Great Games Experiment page and start writing. All ratings, reviews and comments help -- doesn't matter how small. You can read a description of our game below:

Get Twelve by Thewper Media is an addicting challenge in pattern recognition. As the Blue Misfit, you are tasked with collecting all the Green Energy sources while avoiding the Red Rovers. Be sharp, because your obstacles will destroy anything that gets in their way!

Get Twelve was created by two students from Antelope Valley College over the course of two months. It is a game of pattern recognition and features retro gameplay reminiscent of Pac Man and Frogger. Your goal is to collect all the green and orange pieces while avoiding your opposition -- the red and purple ones.

Get Twelve features over seventy levels spanning six stages of difficulty. This is a game for patient thinkers -- people who love patterns and predicting the path of their opponent. Do you have what it takes?

Get Twelve Fun Facts

    * Development Time: Two months
    * Budget: $1,200
    * Team: Two Students
    * Engine: Torque Game Builder

#1
01/30/2007 (8:08 am)
First thing the demo did was change my screen resolution. If I wanted a lower screen resolution I would set it myself. For me this is right up there with web pages that resize my browser window.

Second thing it did was show a totally black screen and nothing else. Had to use the task manager to kill it in order to regain control of my computer!

Sorry, I really wanted to check it out :(

#2
01/30/2007 (8:46 am)
Thanks for the feedback Ben. We were debating on whether or not to run it in full screen or not. I'll talk with Matt and see if we can give the player an option. Either way the game was designed to be played in a 1024x768 area -- the only thing a windowed mode would do is keep it from temporally resizing the player's screen if it's higher than 1024.

Regarding the black screen, the game has a load time of about thirty seconds or so on computers we tested it on. We're working on that -- at the very least we'll try to get a "Loading" message so that the end user doesn't think it crashed.

-Pete
#3
01/30/2007 (9:04 am)
Hey Medina brothers:

I have downloaded your game and I have played some levels. I don't know if this would be a good game since I guess every level is the same thing (I don't want to be rude, but that's my impression). Any way, for me a little more speed in the blue myst would be a nice improvement. Good luck.
#4
01/30/2007 (10:10 am)
Hey Isaac,

Thanks for trying out the demo and providing feedback -- it's much appreciated.

It may seem like the same thing level after level, but the patterns are always different. Not to mention each level has a unique layout to navigate.

The gameplay may look like Pac Man at first glance, but it isn't trying to be a clone. Unlike Pac Man, the obstacles here do not chase the player -- they only destroy him if he gets in their way. Get Twelve is really about catching onto the patterns so that you can collect the goals without being defeated. So it's less of an action chase game, and more of a casual puzzle.

-Pete
#5
01/30/2007 (10:23 am)
I understand that Pete... I believe is a good game, but for me, I need more speed in my character ;)

Maybe some power ups?
#6
01/30/2007 (10:24 am)
Like increase or decrease speed items attached to the enemies tails... so player will be able to chase the enemy to get that powers... just an idea, but in general, the game is ok. Congratulations
#7
01/30/2007 (10:26 am)
We tossed around the idea of giving the player a speed boost power up and the ability to fire a limited number of projectiles at the obstacles. We'll look more into it. Thanks for the suggestions.

-Pete
#8
01/30/2007 (10:46 am)
Maybe I'm wrong... but I'm doing a game with lots of power ups... I love power ups and action... maybe after hundreds of games, and really big games, casual games seems slow to me.
#9
04/07/2007 (5:33 am)
If you edit the head of your own thread you should at least bump it so others will know something changed. :)