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442
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Feedback / DevLogs / Re: Painters Guild
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on: September 01, 2013, 09:39:41 AM
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New mockup, I wasn't happy with the graphics. Used Chasm as a reference, their indoors stuff looks great. 
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445
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Feedback / DevLogs / Re: Enhanced Wars - turn based, multiplayer strategy (PC/Mac/Linux)
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on: August 27, 2013, 03:35:22 PM
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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.
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455
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Feedback / Playtesting / Re: Memento Mori - a game about death
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on: July 31, 2013, 07:55:58 AM
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Great work, and fantastic to see another fellow C2 dev on Tigsource!  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!!  I can read Spanish.
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456
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Feedback / Playtesting / Re: Memento Mori - a game about death
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on: July 30, 2013, 03:15:27 PM
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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?
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457
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Feedback / DevLogs / Re: NDE - ARPG Adventure - new build up 7-22!
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on: July 30, 2013, 08:51:35 AM
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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.
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460
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Feedback / DevLogs / Re: Eastward Quest
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on: July 24, 2013, 09:03:20 AM
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Cool, thanks ananasblau!  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.
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