Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

1076026 Posts in 44157 Topics- by 36124 Members - Latest Member: Fitzgerald

December 30, 2014, 03:05:34 AM
  Show Posts
Pages: 1 ... 21 22 [23] 24 25 ... 39
441  Feedback / DevLogs / Re: Painters Guild on: September 01, 2013, 10:53:15 AM
Thanks!

I wanted to figure out if parallax would work with that art:

https://dl.dropboxusercontent.com/u/37744115/Guild011.html

(it's just the mockup parallaxing, no game!)
442  Feedback / DevLogs / Re: Painters Guild on: September 01, 2013, 09:39:41 AM
New mockup, I wasn't happy with the graphics. Used Chasm as a reference, their indoors stuff looks great.

443  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: August 30, 2013, 02:57:36 PM


Spirits Shall Not Pass
You're a wizard trying to stop spirits from escaping the underworld. Click anywhere to damage them with your mana and slow them down. You regain bonus mana if you kill them at the same time.

Play the prototype here: https://dl.dropboxusercontent.com/u/37744115/SSNP5/index.html
444  Feedback / DevLogs / Re: Ymir : an online strategy game mixed with a 4X game and a building constructor. on: August 27, 2013, 03:46:15 PM
Are those houses straight out of Caesar III?
445  Feedback / DevLogs / Re: Enhanced Wars - turn based, multiplayer strategy (PC/Mac/Linux) on: August 27, 2013, 03:35:22 PM
Good luck. I'd honestly be surprised to see this get kickstarted. You are targeting a casual demographic as demonstrated by the graphics but you're also trying to get money from PC gamers through kickstarter. I doubt you can have that cake and sell it too, but I guess it's worth the effort.

Your game is otherwise very meaningless in content, it's the equivalent of Transformers to cinema or Britney Spears to music. War is a very interesting subject to approach in culture but you are missing out on the opportunity to use your game deisgn knowledge and capacity. You're making something silly like an action movie with explosions instead of something meaningful like Akira Kurosawa's Seven Samurai, or CoD instead of Spec Ops: The Line.

This waste saddens me.
446  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: August 25, 2013, 07:19:10 PM


What do you think of this idea:

Mmorpgia Online, an MMORPG with hundreds of weapons and friends to play with, houses to buy and you can get married in-game too. But not really. It's a fake MMORPG that is actually offline. It will have a pretend login screen, obnoxious random chat messages and server disconnects, lag and queues even though there is no real server. Also the usual stuff: quests and grinding.

Very early build here (started today): https://dl.dropboxusercontent.com/u/37744115/MMORPG2/index.html
447  Feedback / DevLogs / Re: Dreaming Sarah on: August 20, 2013, 11:16:13 AM
Awesome, you're beefing up the game very well. Good job persisting. Huahue!
448  Feedback / DevLogs / Re: Eastward Quest on: August 20, 2013, 08:38:05 AM
Cool, thanks for the link!
449  Feedback / DevLogs / Re: Eastward Quest on: August 17, 2013, 07:17:19 AM
Thanks, clewcat.

Indeed there was apparently a post on IndieGames.com. The sponsored web version is out here.
450  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: August 14, 2013, 07:07:06 PM


Senatvs, a game about the Roman Senate.
451  Feedback / DevLogs / Re: Painters Guild on: August 03, 2013, 05:41:37 PM
Trying to figure out in which direction to go with the graphics.

452  Feedback / DevLogs / Re: Sapling on: August 02, 2013, 03:15:33 PM
Too many! I suggest looking at these.
453  Feedback / DevLogs / Re: Enhanced Wars - turn based, multiplayer strategy (PC/Mac/Linux) on: August 01, 2013, 05:10:41 PM
Hi Ethan. I really like your talks and the stuff you do around the web.

Why do you think your devlog gets no attention? Do you see it as a bad sign?
454  Feedback / Playtesting / Re: Memento Mori - a game about death on: August 01, 2013, 08:32:49 AM
I love it.
Maybe u can use a poem instead of plain text.

I wanted to keep the message straight and clear, not hide the meaning through pretty form.
455  Feedback / Playtesting / Re: Memento Mori - a game about death on: July 31, 2013, 07:55:58 AM
Great work, and fantastic to see another fellow C2 dev on Tigsource!  Wink

Are you thinking about developing this game further?  I guess this is more of a story/creative outlet than a full game?

It is a full game and finished. It's just a very short one, I don't want to waste people's time.

Well, Google Translator can help!! Tiger

I can read Spanish.
456  Feedback / Playtesting / Re: Memento Mori - a game about death on: July 30, 2013, 03:15:27 PM
Luciano: Thanks for the link! If on one hand I can read Spanish, on the other I am usually unable to read reviews or watch playthroughs of my games - I get very uncomfortable. That one seems short enough, I'll try.

Johnny Darko: It is very depressing. The game has been haunting me. I remember an Extra Credits episode that mentioned a guy who couldn't sleep because of the silly game he made. I thought it was bullshit, but now I know how that's like. I might have to make another game just to counter these feelings. I need a response to Memento Mori or this sadness won't go away. But what if there is no response?
457  Feedback / DevLogs / Re: NDE - ARPG Adventure - new build up 7-22! on: July 30, 2013, 08:51:35 AM
The thing i was stepping on is a pressure pad, not connected to anything. The number on it shows how much "hp" *i need to think of something to call it that's not hp, because its not health* is required to activate the switch. If you have 3 hp, and stand on it- it goes to zero and shoots out stars. Then i get hit, leaving me with 2 hp, stand on it and the number 1 is shown, showing i only pressed it down by 2.

The same goes for other pads that are set for 2-1. Standing on them with more will show a red number for over-stepping the amount you need to have. The numbers appear red in this case.

In addition to pressure pads there are static pads which are blue, and a few other things I'm experimenting with.

The button on the wall is just a button that you have to hit with the crow

This explanation is too big. It means the puzzle isn't intuitive enough.
458  Feedback / Playtesting / Re: Memento Mori - a game about death on: July 25, 2013, 04:29:54 PM
Thanks for the comments, guys.

Indiestatik wrote a nice review: http://indiestatik.com/2013/07/25/memento-mori-is-a-game-about-death-and-what-happens-afterwards/
459  Feedback / Playtesting / Re: An Idea for a kind of sad satire on current shooting games on: July 25, 2013, 10:41:18 AM
Oh, try Execution. I believe it executes your idea more elegantly.
460  Feedback / DevLogs / Re: Eastward Quest on: July 24, 2013, 09:03:20 AM
Cool, thanks ananasblau!  Smiley

I'm gonna use this opportunity to update you guys on the state of the game's release.

I've been trying to get a flash portal sponsorship through FGL, but the offers are very low. The bidding ends today and the best offer is $300 for a web sponsorship (I'm not selling rights to the game, only rights to put a sponsor splash screen on it and to host it exclusively for a couple weeks). It's not a great offer and I don't know if I'll take it.

Regardless of whether I take the sponsorship offer or not, there's the possibility of self-publishing Android and iOS versions, as well as Ouya (with the help of mush!). But those would take some work and I have little understanding of how to monetize them. Ads suck, but I don't think many people would buy this game.
Pages: 1 ... 21 22 [23] 24 25 ... 39
Theme orange-lt created by panic