Bean Brothers - playtesting and name help wanted

Propose new game/software design concepts or new game/software ideas. They can be as whimsical as you like, just be careful you don't ask someone to make it for you...
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Ast A. Moore
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Re: Bean Brothers - playtesting and name help wanted

Post by Ast A. Moore » Fri Apr 06, 2018 5:58 pm

R-Tape wrote:
Fri Apr 06, 2018 3:19 pm
Keys:

OP = Left/Right
Z = Jump
Space = Switch brother
Looks cute, but without redefinable controls—particularly with these defaults—I’m not even going to try it. ;)
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Ralf
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Re: Bean Brothers - playtesting and name help wanted

Post by Ralf » Fri Apr 06, 2018 6:26 pm

The sample level is hard but possible.

Completed it after about 30th attempt ;)

Definitely it would be not a good idea to have 3 lives in this game :D
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Re: Bean Brothers - playtesting and name help wanted

Post by hikoki » Fri Apr 06, 2018 7:37 pm

Good stuff. A platformer which requires brain and action.
Easy once you get used to controls. I would suggest OPNM (QWNM for lefties I guess) instead.
What about a type of baddies who speed up their march when they see you? another one who chases you down all the time so that you can play with doors to close him?
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Re: Bean Brothers - playtesting and name help wanted

Post by hikoki » Sat Apr 07, 2018 8:16 am

Also, if I'm carrying the other guy, I expect to be able to carry him left and right as I go.
IMHO this would spoil the game! to me the fun in this demo is leaving a bro "abandoned" while you move the other one. Having to switch betwen both makes you think and plan your moves! This would be spoiled if one could always carry each other. Also it's fun that you have to think how to move the bros as platforms, this would be spoiled as well.
Perhaps allow carrying each other Temporarily when getting powerups, leave jetpac power-ups so that one bro can fly on top of the other, bicycle power-ups, etc.. each bro having different abilities would add more brain+action possibilities and replayability.. leave power-ups and let the player think the best way.sometimes would require more brain than action or both depending on how power-uls are placed.
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Re: Bean Brothers - playtesting and name help wanted

Post by R-Tape » Sat Apr 07, 2018 9:49 am

MatGubbins wrote:
Fri Apr 06, 2018 5:57 pm
Yup, doors crush the nasties, or at least trap them for a few seconds until they struggle free.
I don't know if I cheated by jumping on top of the other player and leaping through the red platform and then leaping up the platforms - I see that once the level has been completed it is possible to do a double high leap from the head of the other player by swapping at the highest point, tricky but doable.
I wouldn't call that cheating, in other levels I made the red bricks double thick to stop it where it would spoil the puzzle.

Well spotted on the double double height leap. I wondered if it should have been included as part of the gameplay but decide it was too tricky for many to master. So as of now being able to jump off your brother's head midway through his leap is a curio.

Image
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R-Tape
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Re: Bean Brothers - playtesting and name help wanted

Post by R-Tape » Sat Apr 07, 2018 9:50 am

Ralf wrote:
Fri Apr 06, 2018 6:26 pm
The sample level is hard but possible.

Completed it after about 30th attempt ;)

Definitely it would be not a good idea to have 3 lives in this game :D
Infy lives I think! I like the idea of logging number of attempts instead.
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R-Tape
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Re: Bean Brothers - playtesting and name help wanted

Post by R-Tape » Sat Apr 07, 2018 9:55 am

hikoki wrote:
Fri Apr 06, 2018 7:37 pm
Good stuff. A platformer which requires brain and action.
Easy once you get used to controls. I would suggest OPNM (QWNM for lefties I guess) instead.
What about a type of baddies who speed up their march when they see you? another one who chases you down all the time so that you can play with doors to close him?
Thanks. These are good ideas, the trouble is that AGD is full - I'm already hacking it to get more features. I'm trying to decide whether to call my work in AGD the sandbox stage and now move on and code it myself.

There is a lot more I want to add here, and each addition really opens up the level design possibilities.

It seems the obvious choice but the risk is that I won't finish it...
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Re: Bean Brothers - playtesting and name help wanted

Post by R-Tape » Sat Apr 07, 2018 10:00 am

hikoki wrote:
Sat Apr 07, 2018 8:16 am
Also, if I'm carrying the other guy, I expect to be able to carry him left and right as I go.
IMHO this would spoil the game! to me the fun in this demo is leaving a bro "abandoned" while you move the other one. Having to switch betwen both makes you think and plan your moves! This would be spoiled if one could always carry each other. Also it's fun that you have to think how to move the bros as platforms, this would be spoiled as well.
Perhaps allow carrying each other Temporarily when getting powerups, leave jetpac power-ups so that one bro can fly on top of the other, bicycle power-ups, etc.. each bro having different abilities would add more brain+action possibilities and replayability.. leave power-ups and let the player think the best way.sometimes would require more brain than action or both depending on how power-uls are placed.
I've thought about this some more and I think being able to carry your brother while your own movements are unhindered would spoil it. One possibility is that you can only do the vertical jump when coupled, so traversing platforms would not be possible, and make walking treacle slow.

I'm not sure about different abilities, I considered it originally and it's also been said to me privately. I definitely see why it's a good idea, but it means leaning further towards puzzle than I originally intended. I'm not ruling it out though. If I'm not careful I could end up remaking Multidude.
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Re: Bean Brothers - playtesting and name help wanted

Post by R-Tape » Sat Apr 07, 2018 10:11 am

A few people here and privately mentioned dropping the switching in favour of simultaneous movement, basically a two player game for one (?) I'm struggling with this idea and still think it's missing the point, the whole premise is concentrating on one brother but keeping the other in mind. I suppose the same goes for simultaneous control to a lesser extent.

I'm not even sure I like the idea, are there other games (any platform) that do this?

And the people that have made the suggestion are all very sensible people IMO, so perhaps it's me that's missing the point!

The more I think about this the more I want to do on it, I'm not sure this will be finished in a couple of weeks.
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Re: Bean Brothers - playtesting and name help wanted

Post by hikoki » Sat Apr 07, 2018 10:13 am

More puzzle than thoughful jumps? well all depends on abilities, enemies behaviour and level design..also power-ups could last few seconds to prevent gameplay from becoming too puzzle-like.

Slow walking would make the game more of a puzzle?

Double jumping is interesting. You may want to get it more automatic when bros are stacked. I dunno..by holding down jump key and perform double-jump when releasing?

About lack of memory, have you thought of using Alan Turvey's AGDX ? You may want to look at his youtube channel and AGD Facebook group where the latest version can be downloaded.
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