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Game: Squeaky Gears

Started by: Petski | Replies: 11 | Views: 3,112

Petski
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Jul 6, 2016 12:05 PM #1453608
Hey there, we published recently a game called Squeaky gears. The goal is to run as far as possible while avoding obstacles and solving puzzles, the game also feature ragdoll physics. I'd really appreciate if we could get some constructive criticism :)

Edit: The game is now available on Google play and App store

Google play
https://play.google.com/store/apps/details?id=plus.miles.robotrunner

App store:
https://itunes.apple.com/app/id1128189989
devi

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Jul 6, 2016 1:15 PM #1453618
I'm not the most competent of video game critics so take what I say with a grain of salt

The main problem I would have with it would be that sometimes even when I've let go of pressing a platform, it would still be stuck to my click so I wouldn't be able to jump in time. I don't know if you guys have done so you have to click again or to just let go, but if you have the former, I'd recommend to change it to the latter.

the jumps themselves always seems to lag behind a bit on the actual click, so it happens I die when I have actually clicked to jump.

On the topic of clicking, the platforms have too large a click area, so when I would try to jump I would end up selecting the platform and killing myself. I'd also like to mention that the game (I feel) would work so much better if you could move the platforms by using the arrow keys or something similar. I may use track pad, but I'm willing to bet that it gets frustrating for mouse people to click on two things at a time.

if this is your first game, then I am impressed. It's a nice concept (while I didn't quite enjoy it, you worked well with it), the music doesn't annoy you as you play, the art style is visually appealing. So good on you
Petski
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Jul 6, 2016 1:36 PM #1453623
Quote from devi
I'm not the most competent of video game critics so take what I say with a grain of salt

The main problem I would have with it would be that sometimes even when I've let go of pressing a platform, it would still be stuck to my click so I wouldn't be able to jump in time. I don't know if you guys have done so you have to click again or to just let go, but if you have the former, I'd recommend to change it to the latter.

the jumps themselves always seems to lag behind a bit on the actual click, so it happens I die when I have actually clicked to jump.

On the topic of clicking, the platforms have too large a click area, so when I would try to jump I would end up selecting the platform and killing myself. I'd also like to mention that the game (I feel) would work so much better if you could move the platforms by using the arrow keys or something similar. I may use track pad, but I'm willing to bet that it gets frustrating for mouse people to click on two things at a time.

if this is your first game, then I am impressed. It's a nice concept (while I didn't quite enjoy it, you worked well with it), the music doesn't annoy you as you play, the art style is visually appealing. So good on you


Thank you for the detailed review, I really appreciate it. The game was originally meant for mobile devices so the controls are a bit different on a computer, but we will try to improve them.
Unbounded

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Jul 6, 2016 2:13 PM #1453626
I've been playing it for about twenty minutes so far.

It's pretty frustrating to play. Having both the "jump" and the "move platforms" be the same thing makes it really annoying, and unnecessarily difficult to play, especially since you have to do some relatively complex maneuvers pretty early on.

I'm not sure it's intended, but with the way the physics are set if I'm running on the second movable platform and then move the platform, I end up launching way high into the air. More often than not this results in an instant death once I hit the ground. I've tried many times to avoid that happening but it's just far too easy to launch the character.

The difficulty curve ramps up way too quickly. It starts with: "Move a platform out of the way", it follows up with "jump on these platforms" and then careens into "jump and move on these extremely small platforms with very little window for error! GOGOGO! That's a little jarring and considering I just started playing the game it's way too much for me at this stage, especially since I haven't been given that much time to get used to the controls to be able to handle such complex maneuvers.

The sticking is real. A separate button to jump is absolutely needed, or at least have my mouse stop grabbing the platform when I've moved it.

As Devi stated, I like the idea and I like the art direction, it needs better controls and a lower difficulty curve though.

Keep at it! I'd like to play a more polished version of this.
Nultra Anims
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Jul 6, 2016 2:17 PM #1453627
I'm gonna check it out man it sounds fun
devi

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Jul 6, 2016 2:17 PM #1453628
Quote from Petski
Thank you for the detailed review, I really appreciate it. The game was originally meant for mobile devices so the controls are a bit different on a computer, but we will try to improve them.


This would defiantly work much better one an iPhone game, since you would have two "clickers."

Quote from Nultra Anims
I'm gonna check it out man it sounds fun


Your input is about as useful as rotten potatoes is useful to an irish farmer. How about doing everyone a favor and a half by first playing it before you post anything.
Petski
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Jul 6, 2016 4:54 PM #1453643
Thanks for the feedback and the suggestions, here's a version where the platforms can be controlled by using a keyboard: http://amlitek.com/Alpha/SqueakyGears/0.10/WebGLNewgrounds/

Controls: Space
Jump, WSAD/Arrows: Move Blocks
devi

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Jul 6, 2016 5:07 PM #1453644
I like this system a lot more, especially because it does such a huge favor for people who are replaying it. I don't know if you intentionally did so all platforms moved with the arrows all the time, but I would like you to keep it that way. It makes it easier for you to catch up to where you were before and make the game flow much better as you would move forward. Especially because since you remember platform places, you can easily plan ahead with platform movement.

Nice job!
Petski
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Jul 8, 2016 4:22 PM #1453825
Thank you, we will add these controls to the pc version.

Updates (Mobile version)
- Some levels have become easier, especially those with a lot of jumping.
- Robot colliders have been slightly changed
- Minor bugs around backgrounds have been fixed.
- Blinking has been eliminated from the HomeScene and GameScene

Right now we are focusing more on the mobile version since browser games are pretty much dying, if you guys have any ideas or suggestions on what we should add or fix please let us know, thank you.
Unbounded

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Jul 9, 2016 3:52 AM #1453880
Muuuuuuuch better. I'm actually enjoying this quite a bit now!

One thing I'd like to note is that if your mouse cursor is on the screen, and if it's over a movable platform, it completely overrides the mouse click to jump. I died a bunch at the beginning until I figured out what was happening. You don't want that to happen to potential players.

A simple fix could just be to bind the jump to another key. Space, for instance could work really well for the pc version.

Also, I've only made it to around 150 so far. Is there an end to it or is it an endless runner?

EDIT: Disregard that whole bit. I just noticed that you had the jump bound to the space key. Nevermind. Everything is fine by me now!
Mustika
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Jul 9, 2016 8:19 AM #1453886
The tuned down music during your lost made me laugh most of the time due to how less-reactive I could be. 285 is the furthest I could go so far, would like to play this for the rest of the day, I think. I like how you start to make stage variations from 150 m mark.

Here's one-two things I noticed during the game:
- This one happens when you stand on the movable platform (say, the guy stand on the platform that's movable from left to right), and when I move that platform to the right, apparently the guy doesn't follow the platform movement. So instead of following the platform movement and stands there, the guy falls to the trap because I thought the guy would follow the platform he's standing.
- Another one happens when you go through the grass platform; At the time my guy runs straight to the brown area of that grass platform bit, he doesn't get hit while I thought the hit area of the platform applies to every single part of it. It made me worried just a bit for the first time seeing it honestly haha.
- When I move a box with quick drag during 100 m mark, it feels like kinda dragged out from the moving line a bit. Took a screenie for more understanding about this:
This (Click to Show)

- EDIT: Also, this particular area. Maybe I suggest for the moving line of the platform to fit the already existing platforms so I don't have to jump or go through the next platform to death because being tripped by it.
I'm talking about this area (Click to Show)

- EDIT2: I notice that falling from higher place can lead you to death (I just had it after bouncing from a movable platform that goes up). Is this normal?

As for the suggestion, I'm thinking about adding the short-tap/long-tap jumping function. Say, I want an option where the guy jumps just a bit by pressing "Space" button in shorter time than doing the normal jump (on this game) by pressing "Space" button in longer time. Maybe it could be considered.

I still can't imagine how this game running on mobile will affect the difficulty to be more easier or even harder compared to PC. Looking forward to this if it's ever released on Android though, just for the sake of difficulty comparison.
Petski
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Jul 12, 2016 9:35 AM #1454117
Thank you for the suggestions Mustika.


Update: The Mobile versions of the game are now available
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