MyTreasure

Hi,

the current project I am working on is “MyTreasure”.

It is a turn based puzzle platformer where you have to guide the hero to the treasure.

Features

  • 300 levels
  • nice 8x8 pixel graphics
  • a leveleditor with uploadfunction and an implemented solver for the created levels
  • some nice music and sound effects

Controls
Turn the level with the left and right arrow keys.

Press ‘n’ - to start the next level
Press ‘p’ - to start the previous level
Press ‘r’ - to restart the current level

Credits
graphics by Tinytouchtales

Download
Applet
Desktop version

Android version

HTML5 / Javascript version

Screenshot

It would be very cool to get some feedback. Do you like it? What is missing? Is the editor and the solver working fine? Thanks

Things I noticed while playing through first time:

mostly only ‘criticism’ in this list

  • UserLevels has a delay to ‘appearing’?
  • Though might be intended for mobile, it would be nice for hover over? Unless mobile specific target
  • After clicking ‘play’ I wasn’t 100% sure what was clickable, Should I click Camp or the pyraminds? I tried clicking the ‘camp’ squared box before clicking the tent
  • The ‘camp’ squared button/label seems slightly above center and text seems slightly small for the box? It almost slightly clashes with the 8bit style everywhere else by having such smooth antialiased letters?
  • “Press the left cursor button” I thought this meant mouse, for keyboard, I would use ‘left arrow key’ I also accidentally tried clicking the left/right arrows on screen, but it made me change level instead! ::slight_smile:
  • After completion it said “You needed _ moves” At first I thought I needed that many moves to get the 3 gold icons? Didn’t realize at first that was my award for what I actually earned.
  • Stopped around level 14, went to main screen, I think I have 25 keys or skulls? I would prefer instead of the ‘lock’ above pryamind, it might have the lock symbol next to 25/40 key icons there instead? Instead of having to click on it to find how many it needs? Do I really need to walk over there?

However, I can walk PAST the pryamind and walk to the next one that needs 140? I feel like I shouldn’t be able to walk around something I can’t play yet? Also, I feel like since most of the map is simple, the clickable areas need to be slightly more defined in some way. make them ‘bobble’ a few pixels every 10-15 seconds? make them grow/shrink a few pixels, add a little color to the ‘unlocked’ areas? ‘grey’ it out’ until its unlocked? I am not sure, up to you

Editor:

  • although i know its a mobile target, I wish there was either a right click to ‘remove tile’ or
  • MAJOR ++ for such an excellent upload/server handling map thing! I was very impressed with being able to see other users and my own uploaded so fast!

I hope some of my criticisms were at least a little helpful.

On to the general overall

I thought it was quite excellent! Was there sounds? I am not sure if music or speakers weren’t working but I dont recall hearing anything?
Most all of the graphics were spot on, consistent and worked well for most things.

The game mechanic and diversity of levels was also quite excellent. I think for the puzzle fans out there, they will enjoy this game quite a lot!

:stuck_out_tongue: ;D :smiley: :wink:

Very nice game, really loved the puzzles, interesting and innovative. The graphics have a nice retro feel as well.

Main (constructive) criticism is I think the screens could do with some guidance - I wasn’t sure what I was meant to be doing and what was clickable or not. Maybe some tooltips for desktop/HTML versions and/or help buttons for mobile?

The puzzles are interesting and challenging, the auto-solver worked really well, neat touch. I tried the desktop version, I think you can rotate with the mouse as well as the keyboard, but it seemed a bit haphazard?

I didn’t have chance to try the editor, will have a go tomorrow.

Overall really nice, keep at it :slight_smile:

  • stride

I didn’t play yet, I’m still at work, but something I see that can be changed are the fonts. They are very inconsistent with the brick-sized pixels.
It would look a lot nicer if the fonts and buttons followed the pixely looks.

Interesting, retro, is there a storyline, or at least one planned?

At first thanks for trying the game.

Yeah, you are right because I load the userlevels after starting the game. But my server isn’t the fastest, so the button comes when everything is ready.

Now I have a cursor change (hand symbol) on every object you can use.

Like StrideColossus said, I have to add a little tutorial. Like a cursor hand which shows on the first time you start the game what to do.

The problem with the font was an intern exception … now I use the correct font I want to use.

I changed it. And you can drag/wipe the level with the mouse.

Ok, good point but at the moment I dont know what I should change to make it more understandable. I will think about it.

Very good point. I will change it later.

Yeah I have an idea how to change it and I will try it to implement it in the next version.

Changed! Good point.

Thanks =)

No, it stands on my to do list.

There is no storyline. But I like the idea and I will try to “pixel” some “retro” art in comic form.
At the moment it’s only you and your wish to catch every skull. :wink:

Neat, but not 8-bit

I updated the game.

What is new:

  • Mini tutorial - now you see what you have to click to start
  • some improvements on the map
  • work on some new levels [now there are 96 userlevels]

Next step:

  • sounds

Now you can find the game in the android play store.

What is new?

  • added more levels
  • added sound effects and music

I will update only the android version, the standard Java version of the game has no sound.

Download: Click here