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ItsTheAshtray
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Particle X

Posted by ItsTheAshtray - December 14th, 2013


Hey, just posted Particle X. I started this game about two years ago, finished it three months later, and have been sitting on it since then. Why wait so long to release this thing? Let's try out NG's new bullet point thing to find out!

  • Tried to get it sponsored - failed
  • Unhappy about how it turned out and wanted it to die
  • Forgot about it

That's pretty cool NG. Thanks for the blog text editor update!

It's a little weird but I'd like to do a little self review of the game. If you havn't played it yet, check it out before you read this 'cause you might get prejudice.

First, some stuff I kind of don't like:

  1. Most of the visuals are pretty shitty. I tried doing a simple style that I could handle, but it comes off as cheap. I think I pulled off some things, like the character's faces. I thought about re-doing everything a few times but it never seemed worth it. Mainly because I didn't think the gameplay and story was actually worth doing all that work for. I'm starting to think that maybe I still should, and re-release this with all pixel art. There are also inconsistencies with the art style, like the vector art particle x and enemies, the photoshop made background, and pixel art characters.
  2. Inconsistent main character. Joseph Savante is the main character who created Particle X ("The most dense energy source the world's ever seen!") and he is supposed to be this Einstein-like genious, but mostly acts like a naive 5-year old. I was trying to play the whole 'savant' angle, so that maybe Joe's really good at science but an idiot otherwise, but I don't think he comes off that way. He also had to be childlike to play into the next point...
  3. The story. There's two levels to the story in Particle X. Are either of them good? I think one of them kinda is. So, the surface plot is: Dr. Joseph Savante creates a microscopic unlimited energy source particle (X) with the help of an A.I. named M.A.R.Y. She and Joe both work for a corporation, but Joe is just there to do experimental research. When Particle X is created, M.A.R.Y. attempts to get Joe to safely deliver Particle X so that the corporation can turn it into a weapon. Joe don wanna do dat, so he goes rogue, and eventually the player has to decide to either destroy the Particle (which would kill Joe, too) or hand it over to M.A.R.Y. The underlying story is: A child (Joe) first must rely on his mother (M.A.R.Y.) to survive because he's otherwise completely vulnerable (if Particle X touches anything, game over). He goes through adolescence and realizes he doesn't agree with his mother and he rebels (end of ACT 1). Then he's on his own and learned to defend himself (shield in ACT 2). He eventually learns how to make decisions and survive without his mother's guidance. The end. The problem with all of that is: At the end of the day, this is only a mouse-avoider flash game with some puzzle and shooter elements. Who cares about a crappy story and subtext? I wouldn't. LESSON LEARNED?
  4. The pseudo-sciencey words are silly as fffuuuuuu. And by silly, I mean dumb. 

Other stuff:

  • The dark levels in ACT 2. I don't think I've seen anything similar to that before, so that's COOL. The dark levels are completely black except for Particle X,  the enemies, and other particles. You have to navigate through the levels by bouncing particles off of your shield to find out where the walls are. Also, because it's nearly all black, I don't have to worry about the graphics sucking. Hah.
  • I had done very litte pixel art before this and enjoyed the learning experience while making the character faces.
  • The snake mini-game (Xworm) is pretty addicting, so that's cool.

Overall, working on this game drained some soul out of me. I obsessed over it, although I probably shouldn't have...because at the end of the day, it's just about avoiding stupid circles with your mouse.

 


Comments

Haha, that story is a lot more in depth than I thought! But don't worry, most stuff is like that, where most of the story is background. This story has a pattern I've seen before, so it's fun to see you had some deeper idea behind it. Maybe there's some way you could work that kind of thing in in your future games, but it's hard to say. Maybe it's just good to have something deeper behind a story so it'll stay consistent when you add new things to it, you know?

I thought the dark levels were a fun idea too. :)

I don't think that art was terrible. It all fit together and had a kind of "newgrounds" style to it (like, I've seen other games with a similar aesthetic on here, so you could almost call it a NG style). I basically did the same kinda thing with my Ether games, haha. Sometimes it's just simpler to use shapes, you know? I think the square explosions actually would be a good jumping off point for this kind of simple flat style. Maybe go ULTRA stylized and push it the other way. You can get away with a lot in game art. I think the main thing is just to make everything fit together, which you did pretty well. :)

More than anything, I think you should be proud of finishing a big project like this. I know from personal experience that it's incredibly difficult to keep going sometimes, and you have to be your own slave driver. In the end the result is always a bit like, "wow, it took me a year to make this?" haha, but You're probably having fun reading the reviews now, and you got daily 5th!

If you want any advice on where to go next, the thing I found most successful was making a character people really like. You've got some good storytelling chops, so use that to your advantage! I think that was the strongest part of the game. Also, since you had fun with the pixel art, I can say personally that it saved me a LOT of time, and it's easy to make it look nice. All you need is a good color sense, and I think you have that - just looking at your other games.

If you have trouble getting sponsored in the future, all I can say is, join the club, lol. It was always difficult to get sponsored, and these days it's just gotten harder. Maybe try a mobile game - that's what I'm doing. :) You can do that in flash still. Flashdevelop is free and has some nice export features for iOS and Android.

Anyway, good luck with any future projects!

I really like the idea of having a few layers to a story, but it's difficult to do in games. Especially if you're not a great writer (like myself). It's tough riding the line between making the underlying messages too obvious or making them too difficult to understand. I gotta continue to work on dattt.

Pixel art is most likely the direction I'm gonna go with future projects. I'd like to do something like you did with Sly but....that seems like soooo much work pshhh.

Thanks! I was very proud when I finished. Then ashamed for spending all that time on what I felt was a crappy game. Then I forgot about it and now I'm really happy with the response it's getting. Honestly, I didn't think anyone would play through the whole thing. On top of that, people spent the time to read the dialogue?! AND ENJOYED IT?! Whaaaaattttt? Super satisfying.

That's excellent advice. I recently hit a wall with how to progress a game I'm currently planning, and the character thing you mentioned just gave me a different perspective on how to approach it.

I think I'm done with sponsorships. I don't want to have to worry about making stuff PG-13 and relying on companies to predict how popular a game might become. It's gross. Just gonna make free games for a while and if I think that I could turn one into a full 'indie' project, I might do some crowd-funding. Although maybe kickstarter and indiegogo arealready over-saturated with indie games now. I DONT KNOW WHAT IM DOINNGGGGgggg

Thanks for all the feedback and I'll check out Flashdevelop. Best of luck with the mobile stuff! I'll be lookin' at your artist updates