Ultratron

Discussion in 'Feedback Requests' started by princec, Jun 6, 2005.

  1. princec

    Indie Author

    Joined:
    Jul 27, 2004
    Messages:
    4,873
    Likes Received:
    0
    That's exactly how the sound controls are supposed to work and everywhere I've used them thats exactly what they do... not sure why yours is different.

    Enter Code button will be available soon.

    Cas :)
     
  2. gersen

    Original Member

    Joined:
    Mar 3, 2005
    Messages:
    13
    Likes Received:
    0
    After some plays puppytron show the nag screen, when I was trying to insert my code I lost my soul to figure it out :)

    Anyway, are ultratron's serial code coming for our poor puppytron registered users? ;)
     
  3. princec

    Indie Author

    Joined:
    Jul 27, 2004
    Messages:
    4,873
    Likes Received:
    0
    Yesyesyes, patience, patience...
    ...mail me directly and you'll get priority treatment ;)

    Cas :)
     
  4. jmcginley

    Original Member

    Joined:
    Jan 10, 2005
    Messages:
    66
    Likes Received:
    0
    I downloaded, installed and ran Ultratron without any problems
    (I had played earlier Puppytron demo).
    I use Windows XP sp2 with ATI RADEON 9800 PRO (and latest drivers).
    I played Ultratron once with the default skill settings
    and got to Level 15. It won't allow me to play again (the demo expired)

    Unfortunately, while I am a huge fan of Robotron
    (and hence I'm your target market) I would never buy this game.
    I'm all for improving Robotron, but your game has not done that.
    In my opinion, the Bad in Ultratron currently outweighs the Good.
    Having said that, with some major tweaking to the gameplay,
    I think you would have a stellar game.

    THE GOOD:
    1. Good Graphics - lots of style, futuristic retro, almost cute
    2. Boss Fights - first boss was fun (never got to second)
    3. Variety of Robots - liked the different looks and especially the different sizes
    4. Robot Placement - robots never materialize on top of me, I like that
    5. Occasional Intensity - Liked the levels that immediately started with lots of robots
    6. Sound - didn't stand out as much as the graphics, but I liked it

    THE BAD:

    TWO MAJOR PROBLEMS
    1. Game is NOT intense / exciting / thrilling.
      Play 10 minutes of Robotron. Play 10 minutes of Ultratron.
      Ultratron is not nearly as intense / exciting. You never feel you're overpowered and going to die at any minute.
      Level 3 of Robotron is more intense than anything I experienced during the 15 levels of Ultratron I played. I never was afraid of dying.
      Robots never really swarmed me. Robots kind of ignore me (while I kill them).
      Bullets were so slow they never posed a threat.
      I could always easily run away from the robots.
      Biggest fear / threat was accidentally running INTO robots / bullets.
      I never had to run away while desperately shooting behind me.
      I was never overpowered. My speed was enough to run circles around most robots.
      My firepower was so good that I never really had to move (except to line up shots).
      Also worth noting that the robots appear at such a slow rate that
      usually I'm fighting robots one-on-one. Aside from a few challenge levels,
      the robots never get a chance to come at me en masse because I kill them as they appear.
    2. You can finish Robotron levels MUCH more quickly than Ultratron levels.
      Hence, the better you are at Robotron the faster you can get to harder / funner levels.
      Unfortunately, Ultratron sets the pace for you.
      The better you at UltrTron the more you end up waiting for robots to appear (SmashTV also had this problem).
      I never found myself bored/waiting on a Robotron level.
      In Ultratron, I found myself waiting for more robots to kill (or something to finally pose a threat).
      Additionally, if a Robotron level began taking a long time, the intensity was cranked up
      (regular robots sped up, shooting robots began to run to the corners and make alarm sounds)

    OTHE PROBLEMS:
    1. Force player to move by overwhelming his firepower with robots.
      If I only need to move to aim shots, then I have to much firepower
      or not enough robots to fight.
    2. Need more robots onscreen at the same time (like the challenge levels).
      i.e. Make 15 appear at the same time. Always start a level with 100 robots.
      Whatever you can think of. Avoid the current shoot them while they appear, 1-on-1 approach.
      Additionally, if you start making robots appear faster,
      you'll need to remove the shrinking rectangle introduction each robot materializes with.
      It would be way too distracting if lots of robots were appearing.
      Alternatively, if you can't display more robots, decrease the player firepower - it's super overkill.
    3. Bullets need to move faster. They are so slow they are almost like mines.
      Since you have mine layers already, it makes them redundant.
      Biggest fear is running into the bullets (not the bullets hitting me).
      Bullets are also indistinguishable from the background. They need to be completely different
      (i.e. bright white/red). Since they're not a threat now, no-one cares.
      When you make the bullets faster, this will suddenly be a problem.
      Additionally. if bullets are made faster, take a page from robotron:
      the farther away a robot, the faster it shoots
      the closer a robot, the slower it shoots (still faster than what you've got)
    4. Player moves too fast / robots move to slow.
      The player needs to move a little slower and the robots need to move a little faster..
      A balance must be found. Being able to outrun the robots so easily takes away a lot of challenge.
      If robots moving at the same speed as you makes the game to hard,
      perhaps the robot types need to be reexamined.
      Additionally, grunt robots (hopefully attacking en masse) could start slower than the player
      and then get faster.
    5. Cannot make single diagonol shots consistently (unless I hold the diagonol direction).
      Try shooting just 1 diagonol bullet. It's hard to do consistently.
      When I'm sorrounded on all sides by robots, and shooting single bullets in all directions,
      it's absolutley imperative the bullets shoot where I want.
      Firing a single diagonol bullet in Ultratron usually results in a vertical or horizontal shot.
      Again, holding diagonol is not an issue, it's the first diagonol shot that's a problem.
      On Shockwave's Robotron, I can fire a single diagonol bullet at will.
    6. Use the ENTIRE screen. Playing a full screen 1024 x 768 version of this game
      - WITH THE CURRENT SPRITES - would be amazing.
      While everything would be smaller, there would be lots more room to fit lots more robots on screen.
      If you make the game full screen but increase the size of the sprites to match (like a 2X zoom),
      don't bother. Currently, the size of your sprites and the size of your window
      mean there is less room to move around and shoot in than the original Robotron.
    7. Eliminate Irritating Robot that stays just out of the 8 firing directions.
      It simply draws attention to the fact you can fire in only 8 directions.
      This is a limitation of the controls / game, not of the player.
      A robot should avoid taking too much advantage of that fact.
    8. The Website needs to list either Puppytron or Ultratron.
      I don't understand why both are listed since they are essentially the same game.
      If I'm confused (and I visit Puppygame regularily), the regular customer will be baffled.

    It's worth noting that I can only get to level 20 in Robotron (using keyboard)
    so I'm by no means an expert at it. Having said that, I would buy another copy
    of Robotron in a second.

    While I realize this post may seem harsh,
    it's simpy my honest opinion. Additionally,
    since most of my concerns can be solved by gameplay tweaking
    (as opposed to recoding), PrinceC can actually implement them.
    The only question is whether he agrees with me.

    Jim
     
  5. princec

    Indie Author

    Joined:
    Jul 27, 2004
    Messages:
    4,873
    Likes Received:
    0
    Nope, not on a single count :)

    Cas :)
     
  6. soniCron

    Indie Author

    Joined:
    May 4, 2005
    Messages:
    3,664
    Likes Received:
    0
    On a related topic: cas, I don't know if you're still having lots of visitors but few downloads. If you haven't resolved this issue, it may be due to the fact that nowhere on your page does it actually direct someone to "Download" something. Your only links for downloads are marked "Windows" "Mac" "Linux", which may be confusing to unfamiliar users. Also, clicking on the images with the "More info" pages may be handy. ;)
     
  7. princec

    Indie Author

    Joined:
    Jul 27, 2004
    Messages:
    4,873
    Likes Received:
    0
    According to the click-path logs people aren't really having any trouble with it. I just don't get too many visitors really.

    Cas :)
     
  8. Pyabo

    Original Member

    Joined:
    Jul 27, 2004
    Messages:
    1,315
    Likes Received:
    0
    What about removing Puppytron now that Ultratron is available?

    On an unrelated note... been awhile since I visited your site. Puppy Invaders is pretty sweet now. Maybe your next game?
     
  9. princec

    Indie Author

    Joined:
    Jul 27, 2004
    Messages:
    4,873
    Likes Received:
    0
  10. Jim Buck

    Indie Author

    Joined:
    Jul 27, 2004
    Messages:
    1,158
    Likes Received:
    0
    VERY good stuff. You may be on your way to another winner. :)

    Couple bugs:
    - when I got a forcefield right before a level ended, it carried on over to all future levels (but not on my ship - just positioned in the last place my ship was before that level ended)
    - when I bought an "add-on", nothing happened (but I blew $4k :) )
    - game slowed down big time as the levels went on (may be related to the stuck forcefield)
     
  11. princec

    Indie Author

    Joined:
    Jul 27, 2004
    Messages:
    4,873
    Likes Received:
    0
    It's just a WIP demo, haven't touched it for 2 months. All the bugs are well-known and it's really just us chucking things together to see how it hangs.

    Cas :)
     
  12. Robert Cummings

    Original Member

    Joined:
    Apr 3, 2005
    Messages:
    1,155
    Likes Received:
    0
    SWEET love puppyinvaders. Btw I clocked the online version a while ago.

    This version's great - obviously work in progress and there's a bug after it wraps around a few times and thats I had one of those hyper shield things, and then I went to the shop, but after the shop, the shield hung around stationary instead of following the player and I could not shoot.

    I ended the round with a smart bomb, but the next round was the same. I was unable to shoot.

    Good stuff though, right up my street. The shop is genius.
     
  13. Sillysoft

    Indie Author

    Joined:
    Jul 27, 2004
    Messages:
    831
    Likes Received:
    0
  14. impossible

    Original Member

    Joined:
    Aug 9, 2004
    Messages:
    443
    Likes Received:
    0
    This game is slick, definitely your best. It's to Robotron what Breakquest is to Breakout. I hope it does well.
     
  15. SpikeSpiegel

    Original Member

    Joined:
    Jun 19, 2005
    Messages:
    6
    Likes Received:
    0
    I like it

    cas, good work its really well done.

    its intense, i had a good laugh about the "prepare to die" and the colors are fantastic. reminds me of smashTV for the SNES.. "goood luck.. you'lllll need it!"

    I assume this is a J2EE smart client? Is the loading bar at the start checking your server for new versions?
     
  16. princec

    Indie Author

    Joined:
    Jul 27, 2004
    Messages:
    4,873
    Likes Received:
    0
    Ehh, nothing fancy like that.. the loading bar is actually, well, loading stuff!
    I might put in an up-to-date checker in though.

    Cas :)
     
  17. SpikeSpiegel

    Original Member

    Joined:
    Jun 19, 2005
    Messages:
    6
    Likes Received:
    0
    whoops, I remember about a year ago you were talking about using java webstart.. I'm using the .Net equiv these days.

    Heh, I played super dudester too:D thats quite the bombardment of color:D I have to say that all of your games are very crisp looking!

    Keep it up:D
     
  18. Robert Cummings

    Original Member

    Joined:
    Apr 3, 2005
    Messages:
    1,155
    Likes Received:
    0
    DUDES

    I'm on 9th position on the scoreboard. Beat me or butt out :)
     
  19. TimS

    Original Member

    Joined:
    Feb 9, 2005
    Messages:
    686
    Likes Received:
    0
    currently 7th (shazbot)... Robert you go by angelfrog? :p

    -T
     
  20. svero

    Moderator Original Member Indie Author

    Joined:
    Jul 27, 2004
    Messages:
    3,392
    Likes Received:
    6
    I should have the first position on the scoreboard but wouldnt you know it.. it crashes if you reach level 50! grr...
     

Share This Page

  • About Indie Gamer

    When the original Dexterity Forums closed in 2004, Indie Gamer was born and a diverse community has grown out of a passion for creating great games. Here you will find over 10 years of in-depth discussion on game design, the business of game development, and marketing/sales. Indie Gamer also provides a friendly place to meet up with other Developers, Artists, Composers and Writers.
  • Buy us a beer!

    Indie Gamer is delicately held together by a single poor bastard who thankfully gets help from various community volunteers. If you frequent this site or have found value in something you've learned here, help keep the site running by donating a few dollars (for beer of course)!

    Sure, I'll Buy You a Beer