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364
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Feedback / Playtesting / Re: Feedback: Caverns [ v0.95 - final tweaking phase ]
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on: September 23, 2009, 10:13:03 PM
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My hunch is that people just aren't going to find the game often because it's hosted on your own site and you don't have the visibility of something like Newgrounds.
This is to say nothing about the quality of the game. I love this game, it's really well executed and I love the idea (it's one of my favorite games that came out of Ludum Dare 15).
I'm interested in hearing what people may have to suggest about marketing (I'm also releasing a couple of Flash games). Best wishes, you deserve success.
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367
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Developer / Technical / Re: Artists Program Corner
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on: September 23, 2009, 10:30:23 AM
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Okay, here's a scary one. This is the main class for Star Guard. It's nightmarish because it contains the entire GUI, which is 100% hard coded, one function per GUI screen  . The level complete screen is particularly cringe-worthy. This ended up being one of the biggest time sinks and lowest yield aspect of the project. Never again will I make such a poorly planned, tangled up GUI. http://pastebin.com/m1466f602
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368
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Feedback / DevLogs / Re: Boss Rush
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on: September 22, 2009, 01:28:51 AM
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Montoli, I hope you don't learn soul crushing lessons in rejection! This deserves a sponsor.
I would also like to reiterate my willingness to beta test. I solemnly swear not to distribute your .swf, you can have me sign all kinds of official sounding paperwork to that effect if you like.
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370
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Developer / Creative / Re: So what are you working on?
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on: September 21, 2009, 12:58:33 PM
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I'm working on a really simple (hand drawn?) website for game hosting. It should be done soon(tm). I'm also working on the knight game, which is nearing completion. jwaap and pgil, your projects both look really interesting and fun. 
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371
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Feedback / DevLogs / Re: DRYPOINT - v.3a
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on: September 21, 2009, 12:47:59 PM
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I downloaded this a couple of days ago, and I'm really liking it. The atmosphere is great even with no sound. I could see it being really incredible with great ambient sound and sound effects. The game has a very solid feeling, like it's using every ounce of its fidelity well, if that makes any sense. I'm not very far up the tower yet, but I have a couple of small suggestions about the level design I've seen so far. - The first "only visible from above" platform isn't very intuitive, I think a lot of people will get stuck there. For instance I didn't know what the arrow was supposed to mean, and I became convinced I was supposed to climb the holes in the gates. After trying that for a few minutes, I was about to give up. I only happened to figure it out because I was looking at the first of these platforms while jumping.
- It might be good to introduce the first slide jumps in a lower risk setting, so people can practice them a few times and get a feel for them.
I quite like this, and I'll be checking the thread regularly. Best wishes!
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376
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Community / Townhall / Re: moonbow
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on: September 15, 2009, 06:29:40 PM
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This is really polished, and I think people will really enjoy it. I really like the way the clouds bob around instead of rigidly adhering to a grid.
I think the gameplay will work well for people who like relatively lightweight, self-paced puzzle games. Assuming that is your intention, you seem to have done a good job of tailoring the game to that style of play.
Nice work! I'm sure you'll have no trouble getting a sponsor.
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377
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Developer / Creative / Re: So what are you working on?
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on: September 12, 2009, 10:09:14 PM
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Nihilocrat, that looks neat. The color changing bug is like something I would accidentally do :D I think if you make nice stars it could look great with nothing else. (Varying them in size and doing a neat parallax effect might both be fun.) I've been playing with scent trails recently. This is a colony of antlike creatures that lay scent trails as they walk, and follow existing trails. They're currently rather bad at collecting food, though.
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378
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Community / Townhall / Re: Broken Cave Robot
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on: September 10, 2009, 11:09:33 PM
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Have you thought about showing the player location on the map? I don't know if it would be an improvement- I kind of like drawing the map blind- but it might be nice because it would allow us to keep mapping if we fall down a pit or something and lose track of how far we've travelled. In those situations I often find myself resetting.
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380
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Feedback / Playtesting / Re: The Walls are Not Cheese (expanded LD15 entry)
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on: September 10, 2009, 07:16:10 PM
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<w, a, s, d> also works, would that work better on your laptop? (Sorry it's not mentioned in the in-game tutorial). I think if this turns into a full scale game it will probably have user configurable controls, which should help somewhat with this sort of problem.
I like the idea of having lots of enemies that only take one hit. That could be fun.
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