Call for Beta Testers - System Protocol One

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Hello there- I'm in the process of wrapping up development of my first game and a friend recommended that I hit up the GWJ forum in my search for beta testers. The game is a tower defense variant with TRONesque/arcade influences and a 3D-centric play style. You can learn more here: http://www.systemprotocol1.com or skip straight to the trailer here: http://www.youtube.com/watch?v=xOVIhWo6MLw. (it seems I am too new to post active links)

Anyway: the code base is essentially wrapped up, and I'm in the process of final balancing and building out the last few levels and could really, [i]really[/i] use one or two dozen fresh faces who are willing to throw fresh-faced criticism at me. If you PM me I'll give you an activation key to use with Steam (note: this means you need a Mac or a PC that can run Steam).

Hate the game? Help me fix it (or at least tell me why you hate it). Love the game? Then... help me fix it, too? Either way, when it hits release, your beta copy will automagically convert to a full copy through the magic of Steam. It is also possible that beta testers will receive a special achievement that they and only they will qualify for, but I haven't decided if taking that route will get me lynched by a posse of cheevo completionists or not.

If you're looking for a foot-in-the-door into the game industry, testing isn't the official unofficial entryway it used to be, but it's still a place you can dip your toe in.

thanks!
Sam

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LockAndLoad's picture
Location: The dawn has arrived... in Cleveland, OH

Hey everyone, I pointed Sam this way thinking you all might be interested in giving the beta a try. The game's pretty cool, stable and a lot farther along than most closed betas I've tried (I'm looking at you Star Trek Online). And I'd be interested to see some Goodjer names lighting up the leaderboards.

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The_Jury, The_Executioner
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Location: Hamilton, Ontario

Looks interesting. I like the "work on the outside skins of shapes" aspect versus the regular "flat page" aspect of most tower defense style games. I also like the retro, wire frame style of graphics. Childhood memories of Battlezone, Tempest, and Tron. Wireframe also helps enormously to keep the FPS high and rotation smooth.

What are the system requirements for this thing? My home system is a bit of a dinosaur but runs ok. 2.8GHz Intel Pentium with 2GB RAM, ATI Radeon X1650 (512 MB) Your game looks like it needs more video horsepower than that. If it can run in that then we will see.

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Quote:
What are the system requirements for this thing? My home system is a bit of a dinosaur but runs ok. 2.8GHz Intel Pentium with 2GB RAM, ATI Radeon X1650 (512 MB) Your game looks like it needs more video horsepower than that. If it can run in that then we will see.

Not sure if Sam has official requirements yet but it runs smooth on my laptop. Dual core 2.0 Ghz AMD Athlon, 2 Gig of Ram and a Nvidia GeForce 8200M.

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Intern

That should be plenty fine. It runs on my 2.5 year old iMac (or it did, until the iMac caught some sort of degenerative neurological disease- it will probably run fine on the new one Apple is replacing it with, too), as well as my 2.5 year old MacBook Non-Pro, both of which have half the VRAM you have.

Man... crazy that 2.8 GHz is a dinosaur system now.

Anyway, even if it doesn't run- that's super useful for me to know, since it means I have to reevaluate my minimum requirements (and can't afford to go to a proper testing lab).

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wtsam wrote:
Hello there- I'm in the process of wrapping up development of my first game and a friend recommended that I hit up the GWJ forum in my search for beta testers. The game is a tower defense variant with TRONesque/arcade influences and a 3D-centric play style. You can learn more here: http://www.systemprotocol1.com or skip straight to the trailer here: http://www.youtube.com/watch?v=xOVIhWo6MLw. (it seems I am too new to post active links)
Anyway: the code base is essentially wrapped up, and I'm in the process of final balancing and building out the last few levels and could really, really use one or two dozen fresh faces who are willing to throw fresh-faced criticism at me. If you PM me I'll give you an activation key to use with Steam (note: this means you need a Mac or a PC that can run Steam).
Hate the game? Help me fix it (or at least tell me why you hate it). Love the game? Then... help me fix it, too? Either way, when it hits release, your beta copy will automagically convert to a full copy through the magic of Steam. It is also possible that beta testers will receive a special achievement that they and only they will qualify for, but I haven't decided if taking that route will get me lynched by a posse of cheevo completionists or not.
If you're looking for a foot-in-the-door into the game industry, testing isn't the official unofficial entryway it used to be, but it's still a place you can dip your toe in.
thanks!
Sam

Quoted for link workage. L&L, should have helped a brother out.

This does look interesting, but I still haven't even fired up par's game after downloading it.

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Yonder's picture

I'd be happy to beta test your game, I've got quite a bit of interest in tower defense games.

Knife->Face
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Yonder wrote:
I'd be happy to beta test your game, I've got quite a bit of interest in tower defense games.

I'd be interested in testing it for you as well.

XBL: Tkkyl | Steam: Tkyl

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wtsam wrote:
That should be plenty fine. It runs on my 2.5 year old iMac (or it did, until the iMac caught some sort of degenerative neurological disease- it will probably run fine on the new one Apple is replacing it with, too), as well as my 2.5 year old MacBook Non-Pro, both of which have half the VRAM you have.

Man... crazy that 2.8 GHz is a dinosaur system now.

Anyway, even if it doesn't run- that's super useful for me to know, since it means I have to reevaluate my minimum requirements (and can't afford to go to a proper testing lab).

Well if you think it runs for me I will give it shot. I am an ISTQB Certified Software Test Analyst / Test Manager so I will probably do more than just "play normal" and give you comments. I will actually try to logically break it. I can't promise anything too in depth because I don't have a lot of spare time but I will try some interesting usability, stress, and interface tests. I'll PM you from home tonight with more details.

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PM already sent. I should have time durng the week to start but i'm not sure about this weekend.

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WhileTrueFork is an awesome name for an indie company

The game looks interesting, and I'd love to check it out, but unfortunately I can't make any time commitments.

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Usually I dislike Tower Defense games but I like the look, the music and the theme of System Protocol One.
So definitely will be sending a PM to see if I can help out.

I guess being critical of the genre would help me in providing insight on what I think works and doesn't work.

Also I'm able to help test on a Windows 7 64bit, a Macbook white 2.0Ghz duo core and a Vista 32bit.

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I like Tower Defense games much more then I should, PM sent.

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Location: Cary, NC

I'm not a tower defense guy or a PC gamer but I had to come and tell you I am very impressed with the trailer. Looks completely awesome and if there is any justice in the world -- pro-tip: there isn't -- you'll make a killing.

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Spreadsheet Ninja
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Location: Boston

Looks very cool! Count me in, if you need another guinea pig.

Also, your company name made my brain-kernel panic. Expect an invoice for repairs.

Steam: Merphle | XBL: Merphle | 3DS: 4296-3918-8336

Anyone feel a breeze?
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sheared's picture
Location: Purple Mountains

I love TD games -- I'll be happy to test things out if you need some additional folks.

Intern

Whoa- thanks for the interest! I will send out beta keys to everyone just as soon as my computer finishes the seemingly endless task of re-imaging from my previous computer's backup.

Intern

OK, I think I sent everyone who asked for one a beta key. If you were under the impression that you asked for one and I did not send one your way, then you should let me know...

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Rezzy's picture
Location: Casino Bluffs, Iowa

First impressions:

Spoiler:
Thank you for the comprehensive and just humorous enough tutorial. It stays in character and paints an interesting scenario. My only complaint is that in a few instances I had the urge to look around before proceeding to the next prompt but couldn't. It wasn't always immediately clear what was being pointed out, but it all clicked into place anyway.
Dropping the player into a sandbox at the end is a nice touch.

Played through the tutorials and a few of the easier levels (which took me a few seconds to identify... the number of orbiting elements signifies the level of complexity. More = harder.)
The game so far has been rock solid and gorgeous.
UI
1) Failing to place a tower because the grid is occupied by a virus should not cancel out the placement mode. The timing on when you can and can't place seems a bit iffy especially depending on your current view. Couldn't it just wire-frame until the grid is clear and then build?
2) Using WASD, nice. Using the 1-6 for menu items? Meh. I didn't try to rebind, but couldn't a compromise be struck with [1,2,3] top, shift+[1,2,3] bottom row?
Mechanics
1) The Compressor towers are a bit hard to gauge when triggering manually and on automatic seem to trigger a bit early at times (unless their effective range is further than the visual effect). Had a few instances where I was waiting to trigger for optimum effect and the tower fired automatically wasting the shot. Not sure how that could be handled better, maybe a toggle... or suspend auto-firing if the player is mousing over in activate mode. Most of the time auto-trigger is fine.... but having my nuke miss a boss because a minion raced ahead? Infuriating.
2) The bosses are a bit hard to gauge. Some seem to die just like everyone else, some seem to wander through max-level AV without a care in the world. Perhaps a color coded feedback on the damage-indicators. This 0 is red because the boss has higher level defenses and this program needs to level up. This 0 is yellow because the boss is naturally immune to this type of AV. Or, this 0 is gray because this hacker has transcended mere mortal capabilities and can now see the code. There is no spoon.


More once I get more time. So far this seems like a fantastic game that will cut into my sleep-schedule if I let it.

Politely rude. Briskly vague. Firmly uninformative.

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not sure if a spoiler tag is really necessary but here goes:

Spoiler:
I just played through the tutorial before work, I loved the humor and characterization of the tutorial, as well as the setting. I liked that you have an explanation for why you can't just cordon off the dataports with your impenetrable walls.

My only problem with the tutorial is the early step that taught you how to zoom. I zoomed in and out all the way, pressed both tab and C to switch viewpoints, but it still didn't register that I had actually done the tasks until I zoomed with < as well.

After the tutorial I only had a chance to pick one level. It was very difficult to gauge where I was supposed to start, I started with Guacamole, the one where a previous worker blocked off access and you mainly I have to get by with Compressors. I'll have to do some more tests, but my first look agrees with Rezzy that their auto targeting is unhelpful. A fully charged Compressor seems to fire as soon as a target enters their zone, which means that it will only hit the leading one or two enemies of a pack. My first idea to fix it is to change it to autofire right before an enemy will leave their range, instead of right after it enters.

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Just trying to keep potential first impressions fresh. Don't want to create an echo chamber. *shrug*

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This game is fun...

Spoiler:

but difficult. Those viruses bum rushed me like I owed them money and left my data core raw and red. It definitely has that TD "one more try" addictiveness to it though.

Guacamole level was fun but I agree with the other about the auto-targeting. When playing some of the other levels the compressor is 75 cache which is a lot of scratch so people probably won't make a ton of those and it will be easier to just micro the very important compressor towers you have. I think making them manual fire not only makes them more effective but gives them more character.

I'm having difficulty with the feedback as well. As the waves progress it becomes difficult to tell what type of towers you need for wiping out the upcoming waves. I went through the tutorial but I'm still having some difficulty telling the different enemy types apart. I'm working my way through the easy flat level by attrition. I think I may have gotten too many low level towers without upgrading some of the ones I had. There definitely needs to be some way telling what is damaging the different enemy types.

I loaded up a cube level, stared at it as the clock clicked down, and went "duhrrr". The cubic level was kind of mind bending and feels like a really cool concept. Until I can beat the flat level I'm not going to even try it, though. I'll be playing more of this for sure.

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I dunno if it's a spoiler or not. I don't... seem to be able to use the Spoiler tag, so... don't read this if you want to work out some basic strategies by yourself? It's not like I'm revealing any of the actual secrets or anything.

Compressors do automatically launch the moment something comes in range (though there's a small delay on the damage as the hammer slams down). I could potentially set it up so that they didn't autofire unless there were at least two baddies in range, but that could cause some problems, too, maybe? Alternatively: I can make it a gameplay setting where you specify the automatic cutoff. Any thoughts there?

One thing I definitely need to do is a splash screen the first time you log in to the lobby (and every time thereafter if the controls go idle for 30 seconds) that gives you an overview of the map and what the various icons mean. I'll also turn the lobby off of Debug mode for the next push, which will mean that you "unlock" levels as you beat others- that sort of forces you to go in rough order of difficulty.

If you're seeing 0's for damage, then you're probably fighting the orange nasties, which have a slightly elevated damage resistance. Or you're using very weak HoneyPots or Capacitors/Compressors that haven't had a chance to recharge between shots. Capacitors are great rear-guards because the mob'll be thinner by the time they get hit, and so they'll have more time to charge between shots. On the other hand, it's tempting to spam Compressors with manual activations, except that the damage follows a low inverse exponential relationship with charge- at 50% charge they'll do about 35% of max damage. So spam clicking means you'll just see clouds of 0's. Exception: it is an awesome way to decimate mobs of Refurbs, since they are killed via quantity of hits, not quality.

Awesome that you guys like it, though. I've been poking at it for so long that I can barely *see* the game anymore. Just a to-do list.

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wtsam wrote:
Compressors do automatically launch the moment something comes in range (though there's a small delay on the damage as the hammer slams down). I could potentially set it up so that they didn't autofire unless there were at least two baddies in range, but that could cause some problems, too, maybe? Alternatively: I can make it a gameplay setting where you specify the automatic cutoff. Any thoughts there?

One trick I always like to do is put Code Injectors a few squares back on the path to a Compressor. Really helps bunch them together.

As far as the trigger... maybe do it based on cardinal direction? So as a virus passes the halfway meridian past the Compressor it'll trigger at that point. Sort of like springing a trap once the enemy is deep within it.

Steam: RiverRatMatt
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Intern

There's also an achievement for getting X number of kills against code-injected baddies with compressors. (Also one for honeypots- and they will learn faster from poisoned viruses, since the rate at which they learn is determined by how much damage virus takes while captured, and the poison damage stacks)

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wtsam wrote:
I'll also turn the lobby off of Debug mode for the next push, which will mean that you "unlock" levels as you beat others- that sort of forces you to go in rough order of difficulty.

Ah, this explains my confusion after exiting the tutorial and not knowing quite where to go first.

Overall the game plays nice and smooth on my relatively crappy laptop (Core 2 Duo @ 2.0GHz, with Intel integrated i945 Express graphics). I ran into one minor non-gameplay-affecting graphics glitch -- the tesselated-triangle background weirded out whenever any of the Steam pop-up notices was on screen (e.g. a friend started playing a game, or an achievement unlocked). I think I only saw it during the tutorial levels, but as I haven't spent a ton of time playing a real level yet, I can't say that for certain. I did take a screenshot if you'd like to see it, wtsam.

One minor nit to pick in regards to the tutorial, while I'm on it: Can you please bring the big white "lookie-here!" arrow that points at whatever piece of the UI you want the player to focus on to the front of everything else? There were a few times that one part of the UI itself was obscuring the arrow, preventing me from seeing quite exactly what it was pointing at.

I'll echo Rezzy's sentiment about using the 4,5,6 number keys; it's definitely a bit awkward. 1,2,3 for the top row, and shift-1,2,3 for the bottom would work... even better, though, I think would be z,x,c and Z,X,C. You're already encouraging the use of the shift key for multiple placements, so that shouldn't be a big deal to migrate to, and the z,x,c keys, for me anyway, are a bit more natural to hit than the numbers.

I think you've got some incredibly great potential here. The levels of quality and polish really stand out, and I loved the humor mixed into the tutorial story. That said, the last third-to-half of the tutorial did feel like it was dragging on too much (when the game was basically just giving almost dictionary-style explanations of each of the enemies and programs at your command). I think you might want to consider integrating more of a progressive unlock system through the game, where each level along the way gives another enemy type and another program to learn, or something like that -- Defense Grid, I thought, did something like that in a really interesting and believable way, and obviated the need for an extended non-interactive tutorial.

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Hi Rez, Low Maintenance
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wtsam wrote:
Alternatively: I can make it a gameplay setting where you specify the automatic cutoff. Any thoughts there?

I don't know how much this change would muck with your DPS formulas and I haven't done any math on this...
Give the Compressor two states:
Toggled on and toggled off.
The Compressor comes into play toggled off.
When toggled off the compressor can super-charge for full damage (NUKE!) and does not trigger automatically. When the sysadmin toggles it on the compressor drops the first full charge and then continues firing regularly for partial damage. Think the thumpers in Dune. "If you walk without rhythm you won't attract a worm." When the sysadmin toggles it off it will charge up to a full damage shot again and wait to be toggled on again.
I think this solution might help you strike a better balance between people that want to 'set it and forget it' and the people that want/need to micro for max damage.
Ok... now to keep setting up my coffee.

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Yonder's picture

The music seems to cut out very occasionally as I build my first structure, it comes back later, perhaps at the beginning of the next track? I'll watch out for it in the future, so far it's happened to me twice, both times I held down shift, hit walls, walls, and then started building.

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The_Judge's picture
Location: Hamilton, Ontario

One more nit picky point. The description of the "Artillery Grounds" level says "...save environment". I think you meant "...safe environment". I know, that's the 3rd one of those I have sent you. Sorry, I'm turning into WordSmythe here.

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Location: Singapore

Just wanted to echo all the comments about how good the writing and humor for the tutorial was. I did spot a few typos though. Also the tutorial mentions changing of the camera keybinds, but I was unable to find the option to do so.

Game is hard. And it's not just because I don't have much experience in tower defense like games. I still haven't cleared a single level past the 10th wave yet.

Wish there was a better way to see how much cache a building or upgrading something costs. Would be nice to have the number pop up near the cursor when trying to place the building or when mousing over a building in upgrade mode.

Other than that I'm still loving the look and music. Great work Sam.

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I was having a lot of trouble on the one flat level with memory fragmentation, it finally turned around for me when I started really paying attention to the info at the end of the match, especially the damage per tower information. (As opposed to damage by type of tower.)

As an extension of this another helpful category could be damage per cache. If one type of tower averaged half as much damage as another, but you only spent a third the cost you don't have a way of looking at that at the end of the game.