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878966 Posts in 32949 Topics- by 24353 Members - Latest Member: kanki

May 23, 2013, 02:32:06 AM
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31  Developer / DevLogs / Re: N?na, Ha?e F?aith ~ a successful one week game on: March 18, 2011, 01:51:19 PM
Everything about this is fantastic.

I love the secret area.  It's not too hard to reach, but it feels like an area I'm not "supposed" to reach.  At least not without investigating the game and working for it a bit.  It feels right.
32  Developer / Finished / Re: Probability 0 FLASH! on: March 04, 2011, 06:45:17 PM
Both versions work fine for me.
33  Community / Versus / Re: Dodgeball From Hell (Playable Build Available!!!) on: February 18, 2011, 05:24:15 PM
The slow characters seem too slow.  I don't know if you'd want to decrease the difference between slow and fast characters or if you'd want to increase speeds all across the board, or if there'd be any latency issues with either of those, but for people like Death right now it's just too much.

Also, the A and S keys are mixed up in the WASD control scheme.
34  Developer / DevLogs / Re: Claustrophilia =^,^= on: February 02, 2011, 06:59:57 PM
I love rainbow ninja.
35  Developer / Finished / Re: Probability 0 FLASH! on: January 23, 2011, 08:44:16 PM
Yeah, that's my problem with the escape key.  Sometimes you need to unpause and then jump right away, but keeping fingers on Z and X while pushing escape is very awkward.
36  Developer / Finished / Re: Probability 0 FLASH! on: January 23, 2011, 06:58:07 PM
I liked the thing that explodes into a bunch of spider creatures.

How come escape is unpause instead of the space bar?
37  Developer / Finished / Re: Probability 0 FLASH! on: January 21, 2011, 08:12:59 AM
I don't know how recent the change is, but I like the new health display much better than the previous one.

Edit: The new star display isn't bad either.

Have you considered changing the ability for stomping on enemies so the player character always does the higher jump?

I don't know if I described that very well, but basically if you aren't holding the jump button as you land on an enemy you almost always get hit, so it seems better to me to not even give the option of low jumps.
38  Developer / DevLogs / Re: PROJECT CARDGAM on: January 21, 2011, 06:43:43 AM
Your logo is perfect for your team name.
39  Community / Announcements / Re: Dungeon Chaos on: January 21, 2011, 06:38:02 AM
Is there any chance of an expanded version of this game coming out?  I had good fun with it, but it was very short.  It sort of vaguely reminds me of Bubble Bobble.
40  Developer / Finished / Re: Probability 0 FLASH! on: January 19, 2011, 01:07:20 PM
I'm up for that.
41  Developer / Finished / Re: Probability 0 FLASH! on: January 14, 2011, 01:10:49 PM
Oh hey, awesome, more P0!

... I apparently suck at it now though.

RIDICULOUS LEVEL RATE: EXP PURITY - Every single item in the pickup queue is an exp-up token. Of course, that means you'll never see another star for the rest of the damn game - and hearts will only come with level ups.

What if it made each item give 1 experience point in addition to its regular effect, or replaced all powerups with either hearts + experience powerups or stars + experience powerups?  Too strong?  All of the super abilities sound powerful, but this stands out as being the only one with a downside.
42  Player / Games / Re: Poorly describe games and try to guess what they are on: January 09, 2011, 08:02:05 PM
^ Indie brawl?
43  Developer / Feedback / Re: Minecraft (alpha) on: December 29, 2010, 01:16:34 PM
Is there any word on when the next bugfix comes out?  It's good that leaves degrade again, but there's a lot of weirdness with equipment and durability.

Something about "minecraft.com ...is currently under construction!" seems kinda fitting.

Ha!
44  Developer / Feedback / Re: Minecraft (alpha) on: December 27, 2010, 01:44:53 PM
That would make for a good versus mode.  Do the zombie survival thing that's already planned, but let players take control of some of the enemies.
45  Developer / Feedback / Re: Minecraft (alpha) on: December 17, 2010, 05:53:27 AM
What do you guys think of the idea of unbreakable tools that are only as effective as stone tools but still expensive?  Like what if that's what gold tools were like.

Oh and while we're at it, buttons keeping things powered for a bit longer, and tree saplings planting themselves if left in a appropriate area would be pretty cool!

Yes, do these.
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