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Boring.

Posted by atari2600land, in channel f 12 September 2018 · 46 views

Here's a first. I've decided to give up on this game. Not because I'm having trouble programming it, but because it's not a very interesting game to play. So I guess I'll chalk it up as a learning experience and move onwards. I did get two items on the screen at the same time. It took about an hour to do. While testing it though, I wasn't very interested in playing it. I guess intermittently pressing fire isn't very interesting.
 
Maybe I'll make this game part of another game. Like what Fairchild used to do with their games. But if I do that, I'll never get a chance to play it or the other game because my Channel F automatically selects game 1 upon startup. I haven't had the nerve to open it up and see why. Mainly due to the facts that a.) I might break it, or b.) I might never figure out how to put it back together. Either way, I'd be out the $75 I spent on it.
 
Anyway, if you have any ideas on how to spice up the game, please tell me. The game's rom can be found here.
 






It looks very nice, but I'll agree the gameplay seems quite limited.

 

A few suggestions:

 

Make the items undisclosed whether they're candy or rhubarb until they're really close to Steve. It makes it more of a fast decision game whether to close the mouth or not.

 

Instead of allergy, make Steve have a case of OCD and that in order to eat rhubarb he must has his mouth shaped in the same direction as the rhubarb arrives. That means you need to make rhubarb rotated in at least two directions, plus the mouth graphics. You'd use the unique rotation controls on the Channel F joystick for this. Candy would be eaten with the normal mouth, not rotated.

 

Perhaps there would be uses of the regular left, right, up, down controls as well, in case the candy or rhubarb arrives at different heights. You might have a limited super weapon such as Steve's breath of fire which would be activated by pulling the joystick instead of pushing it. The breath would eliminate N number of items in front of him for a quick break.

 

I understand these things would complicate the game and perhaps not be possible to implement, but you really could have a game going by introducing some more elements.

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