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

Login with username, password and session length

 
Advanced search

1076047 Posts in 44157 Topics- by 36124 Members - Latest Member: Fitzgerald

December 30, 2014, 04:25:06 AM
  Show Posts
Pages: 1 ... 18 19 [20] 21 22 ... 39
381  Feedback / DevLogs / Re: Shield - A Stealth Puzzle *cocks gun* Platformer *kills self* on: March 31, 2014, 10:43:37 AM
Really cool premise! Definitely interested in seeing this progress
382  Feedback / DevLogs / Re: Lift - flight sandbox - v0.2.0 on: March 31, 2014, 07:37:16 AM
Hey man!

I have finally made a TigSource account Smiley. What is your devlog doing all the way at page 10? I had to dig and dig, you haven't been slacking have you  Tired?

Oh, and thanks for plugging Kyn, greenlight is going well so far, just ask if you need models or whatever for Lift, I want to see some updates soon!
Welcome to TIG! Kyn looks great, wouldn't have learned about it if not for forsy's shoutout. You have my vote Smiley

Thanks, I really appreciate it! Greenlight is a scary thing. Getting enough votes is tricky. At the moment I think you need about 8.5-11.000 yes votes and it is really hard to get those on Greenlight itself. But what is even scarier is that its unclear if and when Valve will take a look at your game and their selection process has felt a bit random at times.

I am also a big fan of Lift, I have been pushing forsy a bit to go at it fulltime since it has so much potential. I will convince him, it will just take some time Smiley.
I could imagine. Sometimes I question how much votes really play into getting Greenlit. No offense to Crawl, which looks insanely awesome, but I highly doubt it could have gotten enough votes to be Greenlit in less than 24 hours. It does seem like Valve has been a bit more lax lately and the larger batches help more games get onto Steam, though.

Well the rumors are that Greenlight is going away in favor of self-publishing

Yeah, I've been following Lift from the beginning. It's come such a long way since those GIFs and images on the first page. I think what appeals to me the most is the inherent variety due to the plane editor and the mix of realistic physics with abstract environments and minimalist visuals.
383  Feedback / DevLogs / Re: Lift - flight sandbox - v0.2.0 on: March 31, 2014, 06:37:18 AM
Hey man!

I have finally made a TigSource account Smiley. What is your devlog doing all the way at page 10? I had to dig and dig, you haven't been slacking have you  Tired?

Oh, and thanks for plugging Kyn, greenlight is going well so far, just ask if you need models or whatever for Lift, I want to see some updates soon!
Welcome to TIG! Kyn looks great, wouldn't have learned about it if not for forsy's shoutout. You have my vote Smiley
384  Feedback / DevLogs / Re: The Hit: Multiplayer FPS contract killing in a busy city on: March 29, 2014, 04:13:53 PM
Just saw this on Screenshot Saturday, love the art style
385  Feedback / DevLogs / Re: XenoRaptor [Current Build: 18/March] on: March 29, 2014, 06:01:12 AM
That new Hangar screen look like it has way too much unused space, too spread out.


The other version was more compact and I think looked neater


Is that extraneous space really needed? I think it looks better in the second image
386  Feedback / DevLogs / Re: Burden on: March 28, 2014, 07:32:43 PM
Oh nice, you have a Devlog. Saw this game a few days ago, love the visuals and aesthetic

Have a question: while I really like the concept, the trailer looks like standard TD, except now on a massive creature. How does these titans add to/change up the gameplay beyond a stylish visual aesthetic? Can you influence/control them?
387  Feedback / DevLogs / Re: Project Rain World on: March 27, 2014, 08:32:24 PM
Are you ever gonna release the version that was Coded in lingo?
This would be awesome if it happened
388  Feedback / DevLogs / Re: FROG SORD on: March 26, 2014, 12:04:42 PM
I HEARD WHAT YOU SAID AT GDC
What...what did he say? Please inform us who were not lucky enough to be there
389  Feedback / DevLogs / Re: XenoRaptor [Current Build: 18/March] on: March 26, 2014, 10:09:52 AM
Ed: Okay, that was kind of a neat coincidence/glitch!

Whilst playing around with my shiny new Laser-Guided Plasma Missiles on Asteroid Field, one of them failed to detonate when colliding with an asteroid. Instead, it stuck to the asteroid and applied thrust for a good two or three seconds before detonating.

A drill-tipped/magnetic-clamp warhead that latches onto a target and sends them flying off instead of just exploding could be both a) hilarious and b) effective.
Oh, that sounds really cool. Might not be very effective in the Earth map, but this sounds like a glitch that could develop into a great weapon

If I remember correctly, that's how the hyperdrive engine ability was created, was a glitch, dev liked it, made it into an actual ability
390  Feedback / DevLogs / Re: XenoRaptor [Current Build: 18/March] on: March 26, 2014, 05:40:33 AM
Arcalane: Will do the item grade thing. The other suggestions would be really awkward to implement with some of the spaghetti code in the weapon system, unfortunately.

Delicious spaghetti code, something I am all too familiar with. Hangar tweaks look nice!

As a sidenote, in the current demo, it's possible to access the Minefield (and presumably further levels) by hitting 'Next Level' after getting beat up on Asteroid Field. Speaking of which, Asteroid Field seems significantly more challenging than the other two, and Minefield feels easier than Asteroid Field. Not because of the rocks, mind you. The first wave just feels like total overkill.

Probably all those shotgunners. Those things are nasty.

Thinking some more, the kill-boss-to-unlock-stuff-at-random feels awkward, especially since there's no real way of gauging what you can get from defeating them. Perhaps convert score into some sort of usable currency, and tie the ability to buy stuff to defeating bosses or reaching given waves? That way making it past certain points is still important, and runs where you don't make it too far can still be useful for more than just learning what an area throws at you with every given wave. Could allow for a smoother progression than just 'beat the snot out of <area> repeatedly until you get the upgrade bits you want'.

I suppose that may change if you get stuff for beating them in Boss Rush mode though. Cuts out the waves of mooks.
I agree with this. Having tangible known rewards rather than random unlocks only enhances the sense of progression and improvement. I think it could work one of two ways:
- As Arcalane suggested, earning currency based on performance and a store/armory to buy weapons and modifiers. This would allow the player to develop their own playstyle and loadout at their own pace.
- Make it clear what weapons and modifiers are unlocked for each level and boss, have certain achievements (no damage, par times for waves, etc.) reward the player with weapons and gear, and have different rewards for beating the boss and for clearing wave 10. Keep the progression of unlocking gear consistent and have better unlocks for harder challenges.

And special weapons and modifiers only available through boss rush would be great too, would give the player an incentive to play the mode
391  Feedback / DevLogs / Re: XenoRaptor [Current Build: 18/March] on: March 26, 2014, 04:40:35 AM
That streamlined Hangar menu looks great and much easier to navigate
Oh, and boss rush?! Excellent
392  Community / Townhall / Re: David. // A Physics-Based Platforming Boss-fighter! on: March 25, 2014, 11:00:07 AM
Picked it up yesterday after seeing it on IndieGameStand and I'm really enjoying the minimalist abstract style. The gameplay is cool too. Given the description and mix of inspirations, I wasn't sure what to expect, but now that I've played, I definitely see the SotC and Angry Birds inspirations.

The bosses are large angular masses of shapes, moving with oddly menacing animalistic behaviors. One is a lunging, almost bull-like enemy, another a flying cluster that hones in on you as you deftly evade it. The levels progress from simple arena style fights to more puzzle-like battles such as a fight with a shark like boss where you can't bring your weapon below the surface. Each fight has two modes: a normal mode and a hard mode where you only have one piece of health.
393  Feedback / DevLogs / Re: Lift - flight sandbox - v0.2.0 on: March 24, 2014, 03:27:13 PM
Has anyone made a Flappy Bird plane yet?
394  Feedback / DevLogs / Re: OX - Mafia Voodoo on: March 23, 2014, 11:27:06 AM
Very vibrant and stylized, I really like the look. Teleport mechanic looks fun
395  Feedback / DevLogs / Re: Citybound on: March 23, 2014, 06:17:17 AM
Hey, nice to see a Citybound Devlog on TIG! Been following your game on Reddit and your blog. Looks so promising, can't wait to see more
396  Feedback / DevLogs / Re: AEROBAT - absurdly high-speed arcade shmup-like on: March 22, 2014, 06:07:11 PM
Played this last week after seeing it in Reddit's Screenshot Saturday. The sense of speed and the balance between risk and reward is excellent.

What features do you want to add in the future?
397  Feedback / DevLogs / Re: FROG SORD on: March 22, 2014, 04:40:02 PM
just saw this and went to the last page to ask:

where, when, how do I buy it?

I'm going to be super optimistic here and say hopefully Steam, roughly ten months from now, and uh...PayPal and/or credit card?
So how much longer till you can officially reveal this secret revival project? Can you share any other hints?
398  Feedback / DevLogs / Re: Corridors of Uncertainty on: March 22, 2014, 11:50:09 AM
Been playing this since the playtesting thread, can't wait to see the game grow. Already has such a solid foundation
399  Feedback / DevLogs / Re: XenoRaptor [Current Build: 18/March] on: March 21, 2014, 03:55:05 PM
game is pro as fuck (check scoreboard, im: buildanshootanDev)

think it could use a little love in the pacing department.. hotline miami was good like that, giving you little breaks inbetween the carnage
idk, downtime doesn't seem like it's necessary in shmup/bullet hell shooters. Look at Assault Android Cactus or Luftrausers; both games are pretty much non-stop action throughout the entire playtime.
400  Feedback / DevLogs / Re: TIGSource Devlog Magazine Rebooted on: March 21, 2014, 12:01:45 PM
Thanks for the shout out. It's a pleasure to help out this wonderful community and the developers here, who craft these amazing worlds and bring their incredible visions to life

I think it speaks volumes about the talent present in the forums that Papers, Please was once merely only a mock-up in a devlog here on TIGForums, progressing from those humble beginnings to IGF Grand Prize Winner. Strip away all its other elements and Papers, Please would still be a fun game of logic and matching. But amidst the story and premise, that simple game of logic and studying documents becomes a thoughtful experience with surprising emotional resonance. From your tiny booth, you hold incredible power; with your stamp of approval, you can allow the tired huddled masses into your country or turn them away. At its core, that's the extent of the gameplay: look for discrepancies and signs of errors and forgeries, interrogate the suspicious citizens, and make your decision. But Papers, Please is so much more than that. From your little window slot and desk, you become the linchpin in fates both big and small, from the entire country to the individuals before you to your very family.

And yet the other IGF winners are all equally impressive. The Stanley Parable, more than any other experience I've played in years, is a game for gamers, in the way it plays with, subverts, comments on the expectations and tropes of the medium, leaving you smiling, chuckling, laughing, confused, reeling from momentary shock and surprise in response to the myriad paths your choices will take you. Risk of Rain thrusts the player into a wonderfully realized pixel world hellbent solely on your destruction, delivering an onslaught of challenging adversaries and looming bosses. But even when faced with this gauntlet of death and mayhem, the player is always in control, thanks to the finely tuned gameplay, arsenal of abilities, and varied classes. Device 6 is a fantastic demonstration of a game using the strengths of its platform to the fullest, immersing you in its gripping adventure thanks to the tangible interactivity of the touchscreen. Luxuria Superbia and Gorogoa both presented incredible visual experiences, the former an abstract journey through a world of color and flowers, the later with its gorgeous painted style

I hope this post didn't seem too rambling, just wanted to give my own shoutout to the IGF Winners and the community.
Pages: 1 ... 18 19 [20] 21 22 ... 39
Theme orange-lt created by panic