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

December 30, 2014, 04:25:35 AM
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401  Feedback / DevLogs / Re: XenoRaptor [Current Build: 18/March] on: March 21, 2014, 07:35:41 AM
Saw the latest update on Tumblr. Was actually hoping you'd add a feature like that. I was thinking more of collecting health while full would give a temporary boost in health, but the way you structured it sounds even better.
402  Feedback / DevLogs / Re: FarSky - Survive underwater [On Steam Greenlight] on: March 21, 2014, 04:21:36 AM
Is the release going to be Early Access or a regular release? What other features are you planning?
403  Feedback / DevLogs / Re: Catcher! An arcade game about catching EVERYTHING [New Build: Particles & Sfx] on: March 21, 2014, 04:07:45 AM
Those orange enemies that home in on you and "stick" to you, are really annoying. I was thinking it would be better if they acted like magnets, like the closer you get, the more they get attracted to you, rather than instantly rushing you.
404  Feedback / DevLogs / Re: Copod on: March 20, 2014, 05:51:07 PM
Is the Humble build updated yet? On my page, says the latest build is 2014-03-13
405  Feedback / DevLogs / Re: FROG SORD on: March 20, 2014, 12:54:59 PM
Frog Sord, as it stands cannot be finished. However, a new frog-tastic action platformer is a different story. I can't say much (publicly) at the moment.
!!!!

I like the sound of that!
406  Feedback / DevLogs / Re: Catcher! An arcade game about catching EVERYTHING on: March 19, 2014, 08:25:33 AM
As for the gameplay being repetitive, I certainly haven't encountered that yet. I think because each enemy requires such a different strategies and mixes up the core gameplay in different ways. It's kind of Luftrausers or One Finger Death Punch, in that the simple mechanics is given variety and longetivity through the challenges the player faces rather than complex gameplay

Name suggestions:
- DriftNet
- Neo-Seine
- Hyperfilament

Drift Nets and Seines are types of fishing nets. DriftNet just sounds cool. But Seines are basically the same kind of net as in Catcher


Hyper, Neo, Cyber imply a kind of visual style IMO, flashy neon colors, etc.
407  Community / Townhall / Re: Cosmochoria on: March 19, 2014, 08:17:23 AM
Hey what's up! Nice to see you on TIGForums and that the game's getting some attention here. Eagerly awaiting the Kickstarter
408  Feedback / DevLogs / Re: StarDiver - Scifi Space Adventure[PC,Mac,Linux, Consoles] on: March 18, 2014, 08:46:07 PM
Coming along nicely! I remember when you first posted on GAF. The game has progressed quite a bit since then Smiley
409  Feedback / DevLogs / Re: XenoRaptor [Current Build: 18/March] on: March 18, 2014, 06:15:23 PM
Bigger bosses! You're crazy Wink

It's great. Very intimidating that the teeth on the chainsaw bosses are bigger than my little cyberdragon.

Really liking the sense of progression now that I need to unlock areas and it's been set to defeaing the Wave 5 boss. The progressions feels right.

And nice, you cleaned up the menu a bit. Looks better now
410  Feedback / DevLogs / Re: Catcher! An arcade game about catching EVERYTHING on: March 18, 2014, 06:08:54 PM
idk, I like the name. Then again, I really like simple minimalist titles. Catcher perfectly describes the gameplay. You evade and catch enemies to destroy them
411  Feedback / DevLogs / Re: Catcher! An arcade game about catching EVERYTHING on: March 18, 2014, 12:14:05 PM
Those enemies look so cool. Really like how you exploring such a simple mechanic with all different enemies
412  Feedback / DevLogs / Re: 21 Bytes - 3D Combat Open World on: March 18, 2014, 10:16:51 AM
This looks like a lot of fun, really like the art style
413  Feedback / DevLogs / Re: Lemma - current version: v313 on: March 18, 2014, 05:18:28 AM
Backed!

Spreading the word on NeoGaf and Reddit
http://www.reddit.com/r/IndieGaming/comments/20prjc/support_lemma_on_kickstarter_first_person_parkour/
414  Feedback / DevLogs / Re: The Curious Expedition on: March 18, 2014, 04:26:39 AM
Just discovered this thanks to the Devlog Magazine. Looks and sounds awesome

I was curious, I've only read the first few pages. The GIFs so far have been of map traversal, but eventually there will be gameplay like shown in the pixel art screenshots? The art and style looks fantastic
415  Feedback / DevLogs / Re: Wheelbound on: March 17, 2014, 11:10:25 AM
Reminds me of SOPOR, but this looks much better
416  Feedback / DevLogs / Re: Switchcars (action roguelike-like, a bunch of vehicles) on: March 17, 2014, 10:45:06 AM
This looks really fun. Any way you could do a few GIFs? I think it's easier to get a sense of the gameplay when seeing it motion compared to still images
417  Feedback / Playtesting / Re: Raptors - be a dinosaur - prototype on: March 17, 2014, 04:03:22 AM
Thanks guys, this is the first time I showed this to someone other than family (and they don't play games, so they said "it's very nice, I remember your drawings from pre-school, you always made nice drawings..."). So it's nice to have some more motivation Smiley

I was always really interested in dinosaurs (I think every kid is or was at some point). The point would be to make the game as accurate as possible, hence the feathered dromaeosauri, duck-bills etc. So there would be none of stegosaurus fighting sabre-tooth cat, or even t-rex attacking diplodocs (they lived more-less 80mln. years after other). Also the cretaceous raptors were supposedly very intelligent, so complex actions and reasoning would not be so un-realistic. So for example hiding meat to eat later, hunting strategies, maybe even blocking the water flow with a big rock, pushed from the cliff, so you can cross the river. If modern-day crows could figure out, that if you drop a wallnut under a street light, a car passing through will crush it...

As for technical stuff, attacks don't do anything right now and fps is low, because when I was making this prototype, I sucked at coding and optimization. Eventually I stopped developing this and moved on to other project, telling myself that I'll get back to it after that one.
Yeah, keep up the good work. Like I said, not only is it a project with tons of potential, you basically have no competition, no other games or franchises worry about because no one has really attempted a realistic single player dinosaur simulator-style game. It's all first person shooters and multiplayer action
418  Feedback / Playtesting / Re: Raptors - be a dinosaur - prototype on: March 16, 2014, 07:19:50 PM
Okay, seriously keep developing this. We need more dinosaur games and frankly, most recent ones have been crap. And the only one I think looks good is multiplayer.

This has so much potential. It could be an exploratory game of seeing a living realistic prehistoric world. A Shelter-style experience as you lead your pack and keep it alive. An action stealth game, as you coordinate attacks and ambushes and stalk prey. A survival game as you deal with rival predators and the natural elements. A narrative experience as you face your extinction. It could be all of those. There is so much potential in this project of yours.

The best part is that you're playing as a raptor. They've been my favorite since Jurassic Park, way more than T-Rex

I'd support this on Kickstarter if you're planning on expanding it. I mean, I understand if you want to keep it small, but wow, this game has the potential to be a lot bigger and engrossing.

So to answer your questions, the setting and atmosphere is great. An awesome kind of "street level" perspective of dinosaurs that I can't remember any other game attempting. You literally might be the first. And yes, I'd want to play this very much
419  Feedback / Playtesting / Re: Turn-based action platformer with ninjas. Also grappling hook. on: March 16, 2014, 08:43:11 AM
I'm aiming for one button mouse cotrols to be compatible with touch controls. Also...


Oh cool. This is on IOS/Android would be awesome
420  Feedback / Playtesting / Re: Turn-based action platformer with ninjas. Also grappling hook. on: March 16, 2014, 07:26:02 AM
Added keyboard controls and couple of other features. Slight gameplay overhaul.
Can't figure how to use the grappling hook now. Maybe you could have jump on left mouse, hook on right mouse

nvm: figured it out, but maybe binding the action to two different buttons might be more natural
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