View Full Version : Need feedback on new game ZoX Universe

02-27-2008, 05:23 AM
Hi this is a little game that my friend and i made





i would like to hear your comment on it :)

02-27-2008, 07:16 AM
I played the demo a bit this morning. Here are a few thoughts.

Why yellow? Are there more arenas? All I saw was a yellow arena with yellow boxes and yellow powerups. Was this intentional? I would mix things up a little bit. If later levels change colors, that's ok...but there simply needs to be more contrast in visuals. Plus the power ups are also boxes? Hmm...

Being able to assign different players different controls is nice. Is there a way to custom bind the keyboards player's input? I couldn't find one. And using WASD to move and TAB and SHIFT to do actions is very difficult to do with any level of efficiency since they are so close. If some people like it (you obviously tested it as such and left it there) that's fine, but allow people to customize that keyboard control. I would suggest the default have either WASD to move and have Right CTRL and Right SHIFT for actions, or the arrow keys to move and have Z and X (or LEFT CTRL and SHIFT) for actions. Now, if you were going to have more players be able to use the keyboard, I could see a reason for scrunching up the schemes a bit for more hand space, but since there is only one player allowed on keyboard, space them out, or let them customize!

Gamepad seemed a little sluggish too.

Need stronger feedback for strength of bomb throws. A nice windup sound that plays until the player lets go of the bomb would be nice. Visually, perhaps the player can flash, and the flash would speed up as the strength gets built up.

To go along with the bomb throws, how about not auto-throwing? Instead, let the player hold onto the bomb for as long as they want. That way they can time throws to explode where and when they want. The challenge to this is they hold too long the bomb will explode in their hands. Secondly, if you do have visual feedback to show someone winding up a throw, other players will recognize and avoid appropriately.

I would suggest more powerups of a greater variety than the three that drop. The game is fun, but it needs an injection of randomness to keep things fresh. I'm trying not to take too much from Bomberman's playbook here, but how about a powerup that sets your guy on fire, he has to keep running around (like Mario 64 when on fire) and destroys blocks (and enemies?) in his wake?

The demo seems to be severely crippled to make really good feedback. What is the rest of the game like? Any more variety?

02-29-2008, 02:18 AM
thanks for your replay, it has same very good point and we are making changes :)

We are making boxes more colorful and the color will change randomly for each

Also we are going to change the keyboard bindings so it would look like this
you use arrows for moving around and A and S for jump and bomb throw .

About the sound when throwing bombs , i must disagree , because when you have 5 players around throwing bombs all at the same time it would be very messy and confusing sound .

About other power up , there will be some more , some sticky bombs etc.

We are going to release a new demo version soon , so you will be able to
see the changes.

02-29-2008, 10:06 AM
I would make the playing surface a bit darker and the colour less saturated. It would help the players and boxes to separate themselves from the surface.

The texture around the edge of the disc is a bit flat.

The boxes would be integrated into the world if they cast a shadow, even a simple one. Fake it if you can.

There's a lot of empty space around the playing field. Use it or zoom in.

The lighting is flat. Maybe a single strong light at the top of the dome or the outer ring lit up and glowing would be more interesting. Placing a visible light source somewhere in the world would show some motivation for the lighting.

Looks like it has a lot of potential!

03-03-2008, 05:24 AM

we made changes with the color of the boxes , so now they are not so same
like background, and the reason for theres no shadow is cpu time and fps.
And about faking the shadow , hm , seams like an interesting idea , will have
to try something .

We will also check the lite sources to see the efects :)

04-11-2008, 02:43 AM
Thanks to your comments on ZoX - Space Arena we are finnishing new version of it
ZoX - Space Atrena 2. More about it on our site


To show our gratitude for your time to test and comment , we are giving for
free the ZoX - Space Arena :)

04-11-2008, 07:24 AM
This is a fun little game. I like the idea, and the implementation is looking nice. Here are my suggestions:

1. I was playing alone, and wasn't able to figure out whether there's any way to play against the computer/ai players.

2. The player-controller selection screen could use a back button to return to the number of player selection screen. I eventually figured out that exit works. It would also be nice if controllers could be used for the menus(?).

3. Finally I'll agree with the above comments about sluggish gamepad controlls. I was using a 360 controller and they only moves when the analog stick is pointing in one of the eight cardinal directions. Better support for analog controls would help a lot of players I would think.

Keep up the nice work...

04-16-2008, 12:57 AM
Yes , there is AI , but in the second part of ZoX Space Arena , which should
be out at the end of April , and there are implemented all the things that people commented about.

06-10-2008, 02:09 AM
It took a little bit longer then we expected it, but now it's here :

ZoX Universe - Space Arena 2 .

We took all the comments we got from you,
for our first game and make them happen in the Space Arena 2 :)

Visit us here