Gem Wars: Attack of the Jiblets

Gem Wars: Attack of the Jiblets

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davidinunez  [developer] Oct 13, 2015 @ 1:53pm
Suggestions and ideas
I'd love to hear what you guys think of the game.

We're always open to new ideas for the game. We are currently working on creating new challenges, with a goal of up to 50 for launch on December 15.

Challenges in GW works similarly to Event Matches in Smash Bros where we add game modifiers and make some interesting battles out of them. Have an idea for a modifier? We'd love to hear it!

Examples:
Kicking off a player is an instant-kill.
Health regenerates slowly during the match.
Health degenerates slowly during the match.
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Showing 1-15 of 16 comments
justintabs Oct 29, 2015 @ 5:59am 
I would love to see a bit more differentiation in the design of the pickups apart from the different colours, just to help identify all the different pickups. For anyone with a bit of colour blindness it must feel like a random drop.

Event matches are a great idea. I would love to see the AI jump around a bit more (although this criticism might only apply to an older build. The most fun I had was using powerup to jump on enemies. Could be fun to have a challenge where you have to combo jump on the enemies to complete the challenge in time (or go for a high score).

Best of luck. There is a lot of potential there.

PS
No, I don't own the game yet, but my girlfriend does so I have played the second most recent build. I am definitely keen to buy it for myself when the game has had more development time.
justintabs Oct 29, 2015 @ 6:04am 
Have you made a video of 4 player mode in action?
I haven't been able to try multiplayer yet, and I feel like 3 and 4 player matches could be amazing. Hopefully you can just show it to the world.
davidinunez  [developer] Oct 29, 2015 @ 7:25am 
Spike Boots are used to stomp out enemies.

We will create a Spike Boots-only challenge for you, Oldr!
justintabs Nov 16, 2015 @ 6:13am 
Cheers! Should be amazing fun!
justintabs Nov 28, 2015 @ 4:41pm 
Just wanted to say congrats. Just bought the game and logged in. Can't believe how much this game has improved since I last played it. Amazing work David!

I'm definitely keen to see this game get out to more people.
justintabs Nov 28, 2015 @ 5:35pm 
I noticed you have a fun selection of rules, and a few challenges to help guide new players.
Nice one.

However is there a way to turn off elements in the rules section, or in another menu?
It seem like a fun mechanic, but its too much for me to process as a noob when I play 4-player mode, or even 3 player mode on smaller maps. I'm still working out how to use all the weapons!

A choice of limiting it to three elements would be fun too, but I am unsure as to how this all would break other functions in the game.

I'm sure I'll like the elements as I get to play it more, but as a new player it can be frustrating seeing the AI get that big advantage over me. When the pressure is on I have no idea of what element they have. Do you have a few tips to share?
EG: I seemed to notice the AI will pick an element that will beat the current leader.

To be honest I was about to complain more harshly about the elements system being over complex, but I went back to play more in case there was anything I missed. I like how the player and AI element splashes off the character so you can pick their element without looking at the character screen up top.

Still, would be great to have an option to turn off elements to alleviate noob frustration ;)

Am interested in hearing your opinions.
davidinunez  [developer] Nov 28, 2015 @ 6:50pm 
Thanks for all the support, man! It's greatly appreciated by the team!

If you go under "Rules," you'll find all the Game Modifiers. "No Placed Gems" will turn off Elemental Gems from being spawned. We should probably call it something a bit more intuitive like "No Elemental Gems."

Funny enough, we actually had a "3-Element" mod, but it was confusing because it changes the weaknesses/strengths of the elements, so that when you Do play with 4 elements, you have to learn a new element cycle. We even had 3 Elements as the main part of the game, but it just didn't play well enough for us to keep.
justintabs Dec 15, 2015 @ 5:00am 
Thanks David! Yeah that all makes sense.
Cheers for your help.

I'm keen to play the latest patch and see what has changed.
Definitely looking forward to reading the patch notes.
justintabs Jan 1, 2016 @ 4:43am 
Was just going to re-state what was mentioned earlier in the review section.
Jumping and turning in mid-air needs to be more responsive.
Even if you are aiming to encourage people to turn on solid ground and not in mid air, it needs to be faster than what it is currently set at. I've seen plenty of people and animals, turn, and slightly shift momentum in mid-air faster than what the Gem Wars characters currently can do so its not realistic.
This is a competitive game and quick turns are important. Fixing that will make a huge difference.

Guessing you've already spotted this and are planning to fix it in the next patch?
justintabs Jan 1, 2016 @ 4:53am 
Noticed that AI occassionally slip off the map when going for items on Mountain stage.
Might be worth tweaking item placement slightly in the next patch. Moving the item placement on the edge of the bottom section of the mainland half an icon inwards should fix the problem.
davidinunez  [developer] Jan 2, 2016 @ 10:39am 
Awesome, dude! Thanks for the suggestions, will add these to our bug tracker!
justintabs Feb 11, 2016 @ 4:00pm 
Got more Gem Wars feedback for you. Was playing multiplayer and we kept losing track of our characters on spawn. Would be good to get a character name in slightly bigger letters or something a bit more showy to appear on spawn to make it easier to relocate the character.
justintabs Feb 11, 2016 @ 4:05pm 
Are you creating a tutorial for using the modifier button? Its a really fun mechanic, being able to dive down, jump ahead, and moonwalk backwards. Its just a shame most players don't seem to realise its there.
davidinunez  [developer] Feb 12, 2016 @ 6:11am 
Oldr!, yes, there is a slide under the Tutorials section. Eventually I want to add an actual in-game, playthrough Tutorial where you have to master the move before actually getting into the game.

The Advanced button is pretty damn important.

Also, you're right about the spawning, that's been an issue since inception. It's gotten slightly better now that we have a dynamic camera. But you're right, definitely something we should look into.

Both valid issues! Keep 'em coming!
justintabs Feb 12, 2016 @ 1:27pm 
Thanks David!
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