|
441
|
Feedback / DevLogs / Re: Oblitus - 2D fantasy action-adventure roguelike
|
on: March 08, 2014, 09:03:33 PM
|
Absolutely love the creature design, very unorthodox and interesting. How big is that thing compared to Parvus?
Honestly, not sure yet. But the intention is that you'll have to jump on it, so it will be quite large in comparison to Parvus--just need to figure out how much bigger! Awesome. That's kind of why I was asking. It looks like a walking landmass, was wondering if we'd be able to climb onto it
|
|
|
|
|
448
|
Player / Games / Re: iOS recommendations
|
on: March 06, 2014, 11:35:39 PM
|
|
Smash Hit and 1Path. Both free, the good kind, not freemium. Well worth your time if you enjoy challenging games
|
|
|
|
|
450
|
Feedback / DevLogs / Re: Lift - flight sandbox - now playable
|
on: March 06, 2014, 04:41:34 PM
|
|
Come on, you know we need a GIF of that menu. I really like that idea, having the letters made of plane parts. It serves a dual purpose: shows the title in the style similar to the game, and demonstrates what the editor can do
|
|
|
|
|
451
|
Feedback / DevLogs / Re: Relativity
|
on: March 06, 2014, 04:38:50 PM
|
|
I can not get over how awesome this game looks. Every GIF is so good. Any idea when you'll have something playable for the public?
|
|
|
|
|
453
|
Feedback / DevLogs / Re: Copod
|
on: March 05, 2014, 10:59:07 AM
|
|
Oh nice, you have a devlog. Enjoying the alpha, hope your game's doing well on Greenlight
|
|
|
|
|
455
|
Feedback / DevLogs / Re: Umbragram - Isometric Shadow Puzzle Game
|
on: March 03, 2014, 06:21:33 AM
|
|
Great game! Really cool concept. And nice to see another GAFfer on TIG. Hope you drop by the Indie Thread again
I asked over there, but do you have any plans for a mobile version? The gameplay here seems like a perfect fit for touch controls
|
|
|
|
|
457
|
Feedback / DevLogs / Re: Joan Mad Run - exquisite ways of killing in pixel-art scroll-shooter
|
on: February 28, 2014, 05:24:50 AM
|
Lots of nice pixel art here. Any chance of a demo version appearing? Would be nice to try it out.
My only issue is it feels like a cell phone game that's running on a PC ..
Yeah I beta tested this. It's a great game with awesome gory effects and cool guns But I'm surprised the developers are looking to bring the game to PC. It's so well suited for mobile, the touch controls are finely tuned, but I feel it could seem a bit underwhelming compared to what's offered on PC
|
|
|
|
|
458
|
Feedback / DevLogs / Re: XenoRaptor [New demo: 25/02]
|
on: February 27, 2014, 09:33:40 PM
|
That'd be something I'd do pretty late, more interested in making stuff you use often like the hangar look nice at the moment.
I think one of the main things that would make the menus look cleaner would be getting configure keybindings, audio, etc. all under a single Options menu. Then you can cut down menus down to just Single Player, Multiplayer, and Options. As for the hangar, what about putting the cyberdragon front and center and rather than having long scrolling menus, instead having something like this?  So scrolling over an area of the dragon would bring up the options in a more visual fashion, kind of like how Crysis has it set up. Also I think you'd need to make it visually clear that you can interact with and click on the part of the dragon to swap parts. Maybe labeled nodes on each areas, kind of how Y, X, A are in the image (but labeled hull, engine, etc.)? Just food for thought
|
|
|
|
|
460
|
Feedback / DevLogs / Re: XenoRaptor [New demo: 25/02]
|
on: February 27, 2014, 03:26:23 PM
|
 Love the new effect, looks so powerful As for menu ideas, that GIF got me thinking. How about for a title screen, you have the cyberdragon on the side, and it "blasts" the title onto the screen? (Like laser blast, and as the effect fades away, the title remains or something like that) I mean, the title already has a similar color and style of the beam 
|
|
|
|
|