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721
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Feedback / DevLogs / Re: SpaceHero Command
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on: July 22, 2012, 12:56:42 PM
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I've been reading this devlog since I woke up this morning, and I realized something: I had more fun designing graphics when they weren't realistic.
Thank you.
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725
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Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread
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on: July 20, 2012, 11:34:05 PM
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While I agree with the above posters, there's just one thing I'd change, the main (the blue guy?) character is blending heavily with the other stuff and took me a while to spot it. I thought the character was the red ball, until I saw the pistol icon in the upper left, then I started looking for a pistol.
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727
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Feedback / DevLogs / Re: Delver
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on: July 20, 2012, 11:31:09 PM
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Should look a little more recognizable now:  (Also these guys can go to hell. I nearly died taking this screenshot) guess wat.... i made u a .app of DOOMed Delver for us mac users  on the house  Download: http://goo.gl/KEE9j ENJOY!!!! Nice job on Doomed Delver, and appreciate the all-in-one mod packaging! I could see a few tile changes for the wall utterly transforming it... more shots in the guns would be super too. Well done, sir.
People enjoyed DOOMed Delver? This is a shock to me.
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729
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Feedback / Finished / Re: Two Brothers
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on: July 18, 2012, 09:14:25 AM
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One other thing. I'm guessing this screenshot was hard to get considering that in the video the Swordsmans and Roy are constantly talking over each other Is there any way for you to change the way that the "Geez they think I'm Biv" line triggers?
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730
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Feedback / Finished / Re: Two Brothers
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on: July 18, 2012, 09:06:49 AM
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You can't climb down that wall until you break away the rock from below. Breaking the wall away makes a short cut for when you have to go back to the top. You don't have to go back up at this point. Is what you meant?  Don't think so. He's refering to the point where you walk off the back side of a cliff and end up walking UNDER the little bit of cliff wall. 
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731
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Feedback / Finished / Re: Two Brothers
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on: July 17, 2012, 10:36:09 PM
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"Heart of enemy make strong!"
Huh?
"The heart of the enemy makes you stronger!" might sound a little better.
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737
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Feedback / DevLogs / Re: Eat your dinner (working title)
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on: July 16, 2012, 11:14:21 PM
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The first time the dual snake heads appeared, it was really confusing. Might want to make that a bit easier to follow.
I very much agree. Seems interesting, but I couldn't piece together that part of the game. Once you get used to and understand the fact that the controls control all snakes at once, it's easier to follow
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739
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Developer / Design / Re: Pitch your game topic
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on: July 16, 2012, 08:00:30 PM
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I was just thinking of a Co-op rougelike where your actions make noise So when you talk with your ally for example, you can pick one of a few options: Shouting: Can be heard from a long distance, has a chance of drawing enemy attention Normal Talking: Can be heard from a medium distance Whispering: Can only be heard from a very short distance Hand Signals: Absolutely silent, but requires line of sight
also all actions take up some action points, which you have a limited reserve of per turn.
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