Fairy Princess Assassin

natedawgghnatedawggh Member, PRO Posts: 34

Hi Gamesalad community! Just created my first game for the iPhone and iPad. Unfortunately it couldn't play the same as a web game, but it's free on the iTunes Store. There are some bugs I know of, but I would love some constructive criticism if you have any thoughts. https://itunes.apple.com/us/app/fairy-princess-assassin/id822940308?mt=8

Comments

  • ClockClock Member Posts: 308

    Its a good game for your first development.
    I will list something i don't like:
    confused UI
    weird and buggy gameplay
    no power up and skills

    Overall its quite boring to play… honestly

  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949

    I like the graphics, the theme, and the music (but not the swoosh sound effect every time I tap to move). The teleporting movement is odd... why not constrain the fairy actor to the touch position (or slightly offset) so you can drag the fairy around? And the swipe to attack is fun until you try it more than a few times and find that it isn't consistent. It often doesn't work so I find myself swiping five or six times to kill a single enemy. Is it perhaps because you're detecting collisions on actors that are moving very quickly?

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  • TheGabfatherTheGabfather Member Posts: 633
    edited March 2014

    Yup, an amazing first game :) my first few games were actually pretty stupid compared to this one, so don't get disheartened by negative comments. @tatiang‌ gave you some pretty solid feedback.

    The swipe movement is pretty cool but it's not slick enough for a GS game, which is why I tend to shy away from implementing it in any of our titles (unless, you know, I just suck at programming swipes).

    The colour scheme, although it hurts my eyes at some point, is consistent throughout so that's a plus. Maybe you just need to tone down the colours a bit for the menus and make small changes like making buttons pop (i.e. not get lost in everything else going on -- your menu pages tend to be busy).
    Also look up some UX tips online and see how you can further improve your menus. Always try to put yourself in the shoes of the player. Click this link to watch an awesome postmortem video that deals with UX quite a bit.

  • natedawgghnatedawggh Member, PRO Posts: 34

    @TheGabfather said:
    Yup, an amazing first game :) my first few games were actually pretty stupid compared to this one, so don't get disheartened by negative comments. tatiang‌ gave you some pretty solid feedback.

    The swipe movement is pretty cool but it's not slick enough for a GS game, which is why I tend to shy away from implementing it in any of our titles (unless, you know, I just suck at programming swipes).

    The colour scheme, although it hurts my eyes at some point, is consistent throughout so that's a plus. Maybe you just need to tone down the colours a bit for the menus and make small changes like making buttons pop (i.e. not get lost in everything else going on -- your menu pages tend to be busy).
    Also look up some UX tips online and see how you can further improve your menus. Always try to put yourself in the shoes of the player. Click this link to watch an awesome postmortem video that deals with UX quite a bit.

    Thanks Gabfather. I really appreciate your feedback.

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