Looking for level testers

kuroninneko

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Made a 2D platformer entirely solo a few years ago but noticed players are not getting past stage 2. IDK if I made the game too hard or confusing or what. I'm reading how important it is to do play testing so I decided to treat the game as a prototype and rework it into something more finished by reworking the stages and art + give it a new title and a relaunch. I'm looking for players to test the current stages out and post about their gameplay experience and how they feel while playing the game. Using your opinions I will rework the game into something more finished.

Link to the game: https://ninneko.itch.io/mega-mutant-panda-land
 
Did a quick play. I see the problem. In stage 2, after the pipe, when you get to the part with the two flame barrels and the moving flame enemy, either there is no way to get up on the bamboo pole (I assume that's what it is) or if there is, it's not shown very well.

Also, regarding the attack, I understand this is Mario Bros.-ish, but the fact that you have an attack and it doesn't kill the enemies but just nudges them back is in fact kind of pointless. It's cute, very well done sprite work, but that's where I see the problems. You should have some way to kill the enemies aside from jumping on their heads.

It makes the giant crabs and flames basically immortal enemies unless you have the mega upgrade thing from fruits.
 
I gave it a whirl, it wasn't bad at all!
But I agree with MORGANA VEIL, it isn't shown quite well that it's necessary to climb the bamboo to finish levels or progress.
I think it would help if the bamboo is more unique in appearance and at the start maybe you have to climb some to get over a wall you can't jump over, that way you show the player that you need to use the bamboo to progress through the level.
I loved the sprites, and the movement is decent. I think it would be better if after getting the super raccoon powerup (collecting fruits and becoming huge), whenever you get hit it would lower the amount of time you have in the super raccoon state, instead of hurting you.
Also the paw attack that just pushes enemies back I also think is pretty useless. Maybe a tail whip like Tanooki suit from super mario? Also add a cooldown for that it's very easy to just spam it and it looks and feels pretty goofy lol.
Otherwise pretty nice game!
 
Did a quick play. I see the problem. In stage 2, after the pipe, when you get to the part with the two flame barrels and the moving flame enemy, either there is no way to get up on the bamboo pole (I assume that's what it is) or if there is, it's not shown very well.

Also, regarding the attack, I understand this is Mario Bros.-ish, but the fact that you have an attack and it doesn't kill the enemies but just nudges them back is in fact kind of pointless. It's cute, very well done sprite work, but that's where I see the problems. You should have some way to kill the enemies aside from jumping on their heads.

It makes the giant crabs and flames basically immortal enemies unless you have the mega upgrade thing from fruits.
Thanks for testing! The attack when being small does not seem too popular I think it will have to be redesigned somehow. The idea was to only push the enemies away when small but if players dont like it then it will have to change. Im not sure how to fix it yet but definitely do not want to make the game too easy. Maybe there should be some other way to defeat enemies when not in big mode. Maybe picking up and throwing objects like in mario 2 or maybe flipping enemies by hitting the blocks under them like in arcade mario
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I gave it a whirl, it wasn't bad at all!
But I agree with MORGANA VEIL, it isn't shown quite well that it's necessary to climb the bamboo to finish levels or progress.
I think it would help if the bamboo is more unique in appearance and at the start maybe you have to climb some to get over a wall you can't jump over, that way you show the player that you need to use the bamboo to progress through the level.
I loved the sprites, and the movement is decent. I think it would be better if after getting the super raccoon powerup (collecting fruits and becoming huge), whenever you get hit it would lower the amount of time you have in the super raccoon state, instead of hurting you.
Also the paw attack that just pushes enemies back I also think is pretty useless. Maybe a tail whip like Tanooki suit from super mario? Also add a cooldown for that it's very easy to just spam it and it looks and feels pretty goofy lol.
Otherwise pretty nice game!
Good idea there should be a place to get used to the climbing mechanic and make it more obvious for players. Damage resistant big panda is a good idea too. Thanks for testing the game. I was thinking of reworking the sprites and animations a bit too and the attack could look lots better
 
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Thanks for testing! The attack when being small does not seem too popular I think it will have to be redesigned somehow. The idea was to only push the enemies away when small but if players dont like it then it will have to change. Im not sure how to fix it yet but definitely do not want to make the game too easy. Maybe there should be some other way to defeat enemies when not in big mode. Maybe picking up and throwing objects like in mario 2 or maybe flipping enemies by hitting the blocks under them like in arcade mario
I don't think you need to start over completely per se, but I think we can roll with the idea that when small you aren't as powerful, I reckon you can play with the idea that the attack will push enemies alot further but also have a heftier cooldown.
 
But I agree with MORGANA VEIL, it isn't shown quite well that it's necessary to climb the bamboo to finish levels or progress.
I think it would help if the bamboo is more unique in appearance and at the start maybe you have to climb some to get over a wall you can't jump over, that way you show the player that you need to use the bamboo to progress through the level.
I think maybe have some kind of platform steps, like a ladder type deal. Not a ladder per se, but maybe lighter or darker slices of bamboo making a makeshift ladder to climb or hop up on. Kind of how a lot of kids treehouses have.
Something like this
1759278287400.png

I loved the sprites, and the movement is decent. I think it would be better if after getting the super raccoon powerup (collecting fruits and becoming huge), whenever you get hit it would lower the amount of time you have in the super raccoon state, instead of hurting you.
Ya I agree. It doesn't make sense since this is basically the Mega Mushroom power-up that enemies hurt you.
Fire okay, I see that fire is fire. But the normal enemies shouldn't hurt you while you're giant.

Also, I don't think the extra fruits should refill the time while you're a giant.
They should, in fact just be stored for the next giant power-up.
Also the paw attack that just pushes enemies back I also think is pretty useless. Maybe a tail whip like Tanooki suit from super mario? Also add a cooldown for that it's very easy to just spam it and it looks and feels pretty goofy lol.
That's what I thought as well. If the paw attack doesn't kill them because it is a cute attack, maybe it stuns enemies aside from the flame enemies. Again fire is fire it's going to hurt you.

I'm not saying straight out copy Mario, by no means. You have the basis of a fun and cute game here. And aside from a few quirks, it was fun. A couple of enemy killing items would be nice. Nothing like Mario's fireball or anything. Though if you did add something fire-based, I would make it make the fire enemies grow larger each time they got hit by it.

I don't mind having an unkillable enemy in a level if you have a way to stun or freeze it for a bit to get past it. (Think Dry Bones from Mario, you could stun them by jumping on them, but they resurrect after a few seconds.)
 
either there is no way to get up on the bamboo pole (I assume that's what it is) or if there is, it's not shown very well.
Decided to be a guinea pig for about 5 minutes as well and I can agree that the fact that you have to press up to climb a bamboo isn't really telegraphed at all. I can see why people wouldn't think to try it and remain stuck there.
 
Decided to be a guinea pig for about 5 minutes as well and I can agree that the fact that you have to press up to climb a bamboo isn't really telegraphed at all. I can see why people wouldn't think to try it and remain stuck there.
See I did try up and either I didn't hit the pole right or it didn't register the button input. That may be on my end, however
 
I don't think you need to start over completely per se, but I think we can roll with the idea that when small you aren't as powerful, I reckon you can play with the idea that the attack will push enemies alot further but also have a heftier cooldown.
Seems like a good tradeoff. Maybe even give the enemies a comical falling down animation that might randomly happen.

I think maybe have some kind of platform steps, like a ladder type deal. Not a ladder per se, but maybe lighter or darker slices of bamboo making a makeshift ladder to climb or hop up on. Kind of how a lot of kids treehouses have.
Something like this View attachment 115400

Ya I agree. It doesn't make sense since this is basically the Mega Mushroom power-up that enemies hurt you.
Fire okay, I see that fire is fire. But the normal enemies shouldn't hurt you while you're giant.

Also, I don't think the extra fruits should refill the time while you're a giant.
They should, in fact just be stored for the next giant power-up.

That's what I thought as well. If the paw attack doesn't kill them because it is a cute attack, maybe it stuns enemies aside from the flame enemies. Again fire is fire it's going to hurt you.

I'm not saying straight out copy Mario, by no means. You have the basis of a fun and cute game here. And aside from a few quirks, it was fun. A couple of enemy killing items would be nice. Nothing like Mario's fireball or anything. Though if you did add something fire-based, I would make it make the fire enemies grow larger each time they got hit by it.

I don't mind having an unkillable enemy in a level if you have a way to stun or freeze it for a bit to get past it. (Think Dry Bones from Mario, you could stun them by jumping on them, but they resurrect after a few seconds.)
Bamboo ladder would make it more obvious, I was thinking of reworking some of the sprites and the bamboo seems like a good candidate. Extra fruits stored for the next power up could work. Growing fire enemies could be a good idea. Later in the game there are some bigger ones so it wouldnt be so bad to implement. Also could possible add water containers that could be thrown or pushed over at them.
 
That's what I thought as well. If the paw attack doesn't kill them because it is a cute attack, maybe it stuns enemies aside from the flame enemies. Again fire is fire it's going to hurt you.
I like this idea personally, if it stuns them or slows immensely is up to how you prefer them as the creator. But I think you can use this as his special ability he gain from the radioactive material he fell in. ::biggrin
 
Decided to be a guinea pig for about 5 minutes as well and I can agree that the fact that you have to press up to climb a bamboo isn't really telegraphed at all. I can see why people wouldn't think to try it and remain stuck there.
Thanks for testing! Players getting stuck without any explanation what to do is definitely not good. Glad this game is finally getting some actual testing and not just me running through the stages checking for bugs
 
Thanks for testing! Players getting stuck without any explanation what to do is definitely not good. Glad this game is finally getting some actual testing and not just me running through the stages checking for bugs
Ya I mean heck, toss me a DM when you have updates, and I'll give it a once-over when I have time
 
I like this idea personally, if it stuns them or slows immensely is up to how you prefer them as the creator. But I think you can use this as his special ability he gain from the radioactive material he fell in. ::biggrin
Its giving me some ideas. Like if the enemies fall over when they are hit, the player can defeat that enemy by walking through them and a kick animation plays. Would still take more effort to defeat enemies when small but wont feel as pointless. One of the most important things is how the player feels and the small attack does feel kinda hopeless
 
See the thing is, as you do updates and we try them out, we can share ideas. I'm sure the others wouldn't mind if you used the ideas we give you, but I don't anyway.

And maybe, if you're going to rework it, take the game down and put up a placeholder sign saying that you're tweaking or working on the game. This way, new players won't get frustrated at say, level 2, and never try it again.

This will let you to fix the bugs, implement any ideas you like, and get the game as bug-free as possible before re-releasing it.
 
you can dm if you'd like aswell, Good luck with your game and I believe that even if it never gets sold commercially. It would serve as an invaluable learning experince! ::heart
 
Ya I mean heck, toss me a DM when you have updates, and I'll give it a once-over when I have time
Will do that, Thanks for testing, this game been out for a few years now and it seem like a waste to just let it sit around. Eventually want to get it polished and put on steam
You can even reward players that don't throw these barrels haphazardly away by hiding rewards behind large avoidable flame enemies after/before the barrels!
Seems like a good way to add some depth.
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you can dm if you'd like aswell, Good luck with your game and I believe that even if it never gets sold commercially. It would serve as an invaluable learning experince! ::heart
Learning experience is the most important. Also have a good work for a game design portfolio. Also working on some 3d stuff because people like to see 3D too. Getting rich sounds nice but also unlikely :ROFLMAO:
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See the thing is, as you do updates and we try them out, we can share ideas. I'm sure the others wouldn't mind if you used the ideas we give you, but I don't anyway.

And maybe, if you're going to rework it, take the game down and put up a placeholder sign saying that you're tweaking or working on the game. This way, new players won't get frustrated at say, level 2, and never try it again.

This will let you to fix the bugs, implement any ideas you like, and get the game as bug-free as possible before re-releasing it.
I think theres a way to make it only accessible with a link so tester can still try it. I might change the title too once its finally done. Thinking of giving the character a name possibly Renji and calling the game Renji's Revenge: Mutant Panda Story
 
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