Baneling Bobble
This project is currently in the Beta stage and is currently on Battle.net
This is a map that I've been working on inspired by the Bust-A-Move games, but with SC2 style! I've tried to recreate the feel of the classic multiplayer arcade game with the layout and the ability to still see all the player's screens. As mentioned above, the game is still in Beta but is open for play on Battle.net. Try it out and please let me know what you think so far of the progress!
How to play:
Control a baneling sitting at the bottom of the screen that launches units. Aim the baneling to the top of the screen toward the other units. Matching three or more of the same type will destroy the units from the field. Outlast your opponents to win!
Moving the mouse aims your baneling and the left mouse button will launch your next unit.
Connect three or more units of the same type to destroy them. Any units no longer connected to the top will be sent to your enemy's screen.
If your units go below the board, you lose.
Features:
- Up to 4 player arcade action!
- Unique in game music (courtesy of Indigo Rain).
- Rating system.
- Single player gameplay.
Upcoming Features:
- Improved AI.
- More game modes.
This game is AWESOME!
You can play it without any strategies, but you will soon learn that even in such games, you need strategy and think to what you will do the next shot after this one ;) It's really simple, more than easy to learn. Everyone have played something like this at less once.
But, saying it's a good game isn't making it better at all ;)
Well, I've played a couple games and falled in love with it. In all the games I've played, only 2 bugs have happened.
1: Some (let's call them balls) balls, got stuck floating in the middle. After killing at less a 3 balls, they fell like if they were stick to something destroyed. I think this happened by waiting a bit after having incoming trash. So when you shot, the trash was moving upward and stopped on the ball you just shot that was continuing its way toward the top.
2: Two games started at the same time having a double countdown and GO! that resulted in a instant lost and a new game starting, but having the buggy GO! stuck in the middle for the rest of the games.
This map have a lot of potential I'm 110% sure of that. However, you will need some variations in the gameplay. It will eventually get boring. Right now it is awesome, in 10 games it will still be awesome but in 50 games, in 100 games, people will be getting bored, it will need something more than shooting on the right unit type.
I know this is still alpha as you said, but you can still have ideas in mind because we always need ideas to keep moving foward and adding stuff to good maps. Right now you have the basics really well done and nearly bug free. It's working number 1 even on 4 players.
So, I'll put here a couple suggestions for the futur, do whatever you want with them I don't care, my goal was only about giving you ideas.
I think you will of course need a single player mode with probably different difficulties.
You could have a countdown timer before it moves down.
You could have some special effects such as:
And so on... If you need more I can keep creating some =D
Well, even if it's really cool to just, enter the game and play, I think you need some sort of menu to choose for different game mode.
For example if you're alone, you might want to play versus a computer, what difficulty... Do you want a timer or a ball count before it drops... etc.
Have some kind of mode for multiplayers as well, like "Magic mode" where all of the above ideas are possible, so the game is much more crazy than just shooting the right color.
"Normal mode" could be the way it is right now where it's just people battling... but even there could be some choice, do you want to allow or no the sending trash?
"Competitive mode" could be something like the first player reaching an amount of point. The first player reaching an amount of fallen balls. Things like that.
You probably already have a good idea where you want to go, what you want to do, but having ideas could help to focus on what you would really want to add.
A last thing about this map is low end computer can actually run it well. But, in my case for example, I have about 8-9 fps when we're 4 players and two of them are full of stuff and dead. So basicly, when a player is dead I think it should remove his stuff or maybe create a unit with a flat grey doodad and make it takes all the space so you visually know that this player is dead, but you don't need the Force Fields plus the units, for actually showing this player is dead. I like the idea of placing Force Fields when dieing, but I think you need a little more effects. For example you're dieing. The Force fields appears. It looks like frozen. I feel like from here, the force fields should just explode at the same time of the unit and then place the Grey unit. Or something like that. Anyway, maybe it's just my comp that is really bad, but I'm pretty sure I'm not alone... and such "small" games are generally fast and cool for everyone.
So, from here I'm just going to say that if you want more feedback for a futur update, or just want to play, feel free to send a MP ;) Or even add me in Sc2. We played a game recently. I wish you good luck for your map and keep going, great work!
Oh and random fact: this game is 5 stars even just with the music choice ;) GJ
EDIT: After some more playing I would just mention a few more things:
- You should not be able to kill yourself by launching under a ball at the last line via a bounce... I feel this to be kinda stupid, you want to do a bounce on the wall but it's still under the last line when it comes back...
- You should not receive trash under the last line. This is instant death and random. It should fill randomly through the empty spot.
- You can shoot by right clicking. This isn't a real issue, but, I wonder if it's really usefull or if it will cause more miss shot caus of lazy finger haha.
- In every games I've played I always missed a couple balls thinking the "Next" is the one that I'm shooting... Even if I know it's not, the ball behind the Baneling is like less "visual important" so you're eyes are just going to the next ball and say hey that's what I'm shooting. But no!
- There is a small aesthetic issue with launching sound where some balls don't have launching sound ;)
- I don't know how the points are calculated, but if you do a big drop you will instantly gain a monstruous amount of points... I feel this to be a bit too much.
- Minor issue also, 1280x1024 sees everything but like, the last right line of the other players on the right part.
- Minor aesthetic, change the army value to 0 so the score screen won't show something stupid for nothing ;)