[Android] Blu’s Travel: Now available for Desktop!

Hi,
I would like to show you my first android game I’m currently working on:

Concerning content:

My first game is called “Blu’s Travel” and it is a 2D adventure platformer. The game is about a blue player who is named “Blu”. You have to accompany Blu on his journey. Blu has to collect coins and he must avoid traps. Controls are made very plain - you jump higher the longer you press. There are 21 levels right now.

Short gameplay video (fast motion):

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Techniques:

The game is being written using libGdx, but I don’t make use of Box2D or of any other library. So I have done all the physics like jumping, collision detection or running up stairs as well as the whole game logic by myself. LibGdx’s only task is to render the game.

Testers Wanted:

I recently published the game as an open-beta version (now version 0.11) and testers are much appreciated. Feel free to share your positive but also negative feedback. Further ideas and suggestions are greatly welcome. I’m also interested in any other comment :slight_smile:

Get it on Google Play:

https://play.google.com/store/apps/details?id=mainpackage.android

Get it for Desktop:
Desktop-Version

Contact:

plainbug@gmail.com

Kind regards,
PlainBug :slight_smile:

Well done on completing your first game!

I tried this and completed the first 8 levels.

I liked the environment, the changing nature of it added to the feeling that Blu is indeed travelling somewhere instead of just jumping around in the same forest. I think the animation of Blu should be sped up so that his feet move at a pace that corresponds better to his running velocity.

The picture showing what is was that killed me when I died was cool. The controls where responsive but I wished I could have adjusted how high I was jumping by pressing longer or shorter.

The only real negative was the UI, both the menu and the HUD feels too much like place-holder graphics. The font was weirdly anti-aliased and the buttons were plain and did not indicate that they were pressed.

I liked that the ads were non-intrusive and did not interfere with the game-play.

Overall; I liked it and will continue to play the next levels when you release them, I can’t wait to find out what Blu’s destination is :slight_smile:

Version 0.06 released

Thank you, it’s a very nice experience to publish a real game instead of programming lots of prototypes.

I tried to find the right speed, but it’s really hard to make it perfect. I speeded up Blu’s animation in version 0.06.

Yes, the UI is still a point on my todo-list. In version 0.05 I already improved the UI, because it was really too ugly. Now it’s not too ugly, but still not final and I’m going to spend more time on that point in a future update!

This feature is also already on my todo-list, many people mentioned exactly the same idea before.

Further changes in version 0.06:

  • Bug fixed in level 6: Now Blu can’t fell off without any reason
  • New level: level 9 was added
  • added a changelog in the English language
  • improved collision detection between the player and the traps

(Version 0.06 still has to find his way through Google’s upload system)

I don’t have a device to test on, but just wanted to say that I like the art and the concept :slight_smile:

I’m not a professional graphic designer but I tried my best to create the art on my own.
So thank you, this feedback motivates me :slight_smile:

When I dismiss the die-dialog by pressing “Again” the game also reads that click as a jump, and on level 9 this means I always jump into the traps at the start.

Will there be an end to Blu’s travel? Are you planning a finite number of levels or to just keep releasing more as players progress?

I’m going to fix that, thanks.

At the beginning, I plan to release more levels, but yeah Blu has a destination - his family. Blu wants to come home after his long travel but until that he will come around more places. In the end there will be more than 9 levels but I can’t/won’t determine a number of levels right now.

Version 0.07 released

fixed in version 0.07. I also fixed the same odd behaviour of the “go-on”-button in the pause menu.

Further changes:

  • new level: level 10 was added
  • added a new feature: unstable platforms
  • updated a level: now level 9 serves as an introduction into unstable platforms

If you touch them, unstable platforms will fell off
(But you have a short time to do one last jump)

I need more levels!

What editor are you using to create the levels?

Sorry, I’m working hard on a new update with more levels, a better UI, bug fixes and even more!

I’m using my own level-editor and this editor is fast so I can create new levels (with new features) very fast, but I worked on some hard bugs today :slight_smile:

new start-screen

(I completely improved the user interface with interactive buttons and more)

I finally managed to publish a new version: Version 0.09:

  • 4 new exciting levels

  • new startscreen

  • changed the background image of the level summary screen

  • increased the water-level

  • added a new feature: dangerous hanging-traps (see below)

  • completely improved the user interface:

[o]added a new button design
[o]added button interaction
[o]improved font-rendering
[o]changed button-positions on the start screen
[/list]

  • bug fixes:

[o]fixed graphical issue in level 3 and 4
[o]bug fixed: now you can only press the pause-button in the game (and not even in the menu)
[o]bug fixed: player doesn’t move further after he felt into the water
[o]bug fixed: now the jump-animation also serves as falling-animation
[o]bug fixed: now the app works well with resizing, also in the pause-menu
[o]fixed heavy bug: player doesn’t fell off when he runs up hills

[/list]

New desert area and new dangerous hanging-traps

I think you need to give the player some control over how high/far he wants to jump. As it stands level 12 is more down to luck than skill.

Yes, I agree with you - same issue with level 13,14,15.
I’m currently working on a new jump-system.

I’m also interested in your opinion about the new UI, because you criticized it last time :slight_smile:

Font rendering is a lot better. Buttons still need work, go to opengameart.org and look for some buttons there.

Nice little game.

Works fine on my oneplus one.

Some thoughts:

  • Like the others said other buttons would look better. Perhaps it would be enough to make a dark outline.
  • I don’t like the spikes because they are hard to see because the brown and the dark green are really similar
  • The first 7 levels are really easy -> a steeper learning curve would be great.

Thank you two for the feedback - I will try to make use of it :slight_smile:

Hi,
This week I mainly focused on a better Jumping-System and a new Loading-Screen with better resources-management. I also added a new tricky level 16 and I improved other levels.

new jumping-system:

Moreover:

  • improved collision detection
  • changed the color of the spikes
  • Added dark outline for buttons
  • removed level-system of the player
  • Fixed bug: now old numbers of coins are not drawn after restarting a level
  • New algorithm for the player’s speed

Concerning the removed level-system of the player, I have to say that the coins seem to be senseless right now. But I’m planning an interesting new functionality for them. I will keep you up-to-date about this soon.

Any feedback for this update is greatly welcome. I’m especially interested in comments about the new jumping-system, which was criticized as too static last time.

Here some gameplay of the new jump-system.
I’m still not sure whether this system is good for the gameplay or not.

kIMd-HCz0AA

Not trying to sound too harsh, but this is not good for gameplay. It’s unplayable if you ask me.

Can you not try “traditional” platform controls where you jump higher the longer you press, but you still begin the jump as soon as you press the jump button?

I agree with bornander, the game is significantly harder now. I couldn’t even make it past level 11 because the platforms in the beginning that fall, well you can’t even step on them which means you need to somehow jump across the entire “river”, which is next to impossible.

Also, the loading screen while cute is not needed for every action. If the loading screen is actually needed in game to load your stuff, then keep it. But I’m guessing you don’t actually need it because, well, I don’t think moving to the level selection screen would need a loading screen.