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877129 Posts in 32848 Topics- by 24287 Members - Latest Member: huntingbird3.0

May 18, 2013, 03:24:38 PM
TIGSource ForumsCommunityCompetitionsOld CompetitionsAssemblee: Part 2Dungeons of Fayte: 1-4 Player Co-op RPG/Sim [DEFINITIVE EDITION]
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Author Topic: Dungeons of Fayte: 1-4 Player Co-op RPG/Sim [DEFINITIVE EDITION]  (Read 83223 times)
MisterStone
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« Reply #75 on: February 04, 2010, 08:30:30 AM »

Thanks Pulsemeat, this game is one of those games that one keeps playing even though you don't know why you like it so much.  Er, that didn't come out right. You know what I mean!  Even if you are tired of this game I hope you will keep developing new ones in the future.
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moi
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« Reply #76 on: February 04, 2010, 04:04:32 PM »

This deserved first place Beer!
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lelebęcülo
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« Reply #77 on: February 05, 2010, 11:04:32 AM »

Thanks for the beer, moi!

I'm not tired of the game, what I really want to do is find a way to expand it outside Game Maker. But... I'll add that extra content I promised first.
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Kazerad
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« Reply #78 on: February 05, 2010, 12:23:57 PM »

This was probably my favorite entry in the contest. I wouldn't've thought an RPG-type game like this could work well with local multiplayer, but the formula you came up with is excellent. I also love the fact that it ends in either a "win" or "loss". There's not many games where you can say you've played them through several times and still not beaten the final boss.

The dialogue is charming, but I wish there was more of it. The first time you get caught graverobbing or encounter the toad that wants a kiss the decision is a lot of fun, but it loses something on subsequent tries when you know the "right answer".

If you ultimately make a new, non-GM version, I personally think you should work to make character collisions a little friendlier. If walking into an ally "pushed" you out of them rather than simply stopping you, I think moving through tight spaces would be easier. Like, if I was walking past someone and overlapped them by a pixel, it'd be nice if it just readjusted my trajectory rather than halting me.
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Vanguard
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« Reply #79 on: February 06, 2010, 02:21:39 PM »

I thought this was the best entry, although I haven't played bitworld yet, so I can't say whether that deserves its first place position.

Possible cleric nerf: make it so you only half of the hp you lose from any given attack is recoverable.

It's probably also be a good idea to make the heal spell recharge a bit slower.  It's so fast right now that you can almost always use it immediately after being hit.
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« Reply #80 on: February 07, 2010, 05:07:56 PM »

Just played this with my roommate, first time with another person. It was lots of fun! He tried being a paladin but really didn't like it, so he switched to friar and he and my longbowman were able to beat the game.
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pulsemeat
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« Reply #81 on: February 08, 2010, 04:17:42 AM »

Kazerad - I would totally rather have players push each other than the current implementation; that's definitely something I'll do if I start up the game in a new engine.

Longer cooldown on the Friar ability sounds like a good idea, so I'll put that in the next update. I might also turn up the rate at which "healable" health decays. Those Friars will learn to fear the Bone Lord!
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Kadoba
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« Reply #82 on: February 08, 2010, 08:13:10 AM »

This is my favorite entry! I was finally able to beat the bone lord by myself being a necromancer. I'm still working on the rest of the bosses though. Multiplayer is a blast but I would say my only minor complaint is the player collision. It was hassle enough with just having one friend play along with me. I couldn't imagine the choas of having 4 people in a cramped hallway. But it looks like it's already been brought up so I guess I'll just say great job on an awesome entry.
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Alehandro
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« Reply #83 on: February 08, 2010, 11:21:49 AM »

This is a million times better than Bitworld. Great job making this man, you should have won
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Gainsworthy
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« Reply #84 on: February 10, 2010, 03:31:56 AM »

Played a Four-Player game on the weekend. Oh man, we dug it. You really nailed the co-op - we were cheering each other on, backing each other up, and generally looking forward to what the game held for us. Plus, we slew that Bone Lord. Beat him right out of town. Sucka.

To put it simply, the game just works. It plays smoothly, all the characters are different, the progress is fast and nice to watch. The constant extra events really make it - conversations with Scorpions, meeting the Guard Captain for a midnight rendezvous, the "subtly erotic" ink blots - succinct, charming and hilarious.

Props to the artists too. Very cute sprites, great music.

Pulsemeat, this is mind blowing stuff. Is there any chance you'll build upon it further? More top-level classes, random events, stuff like that? I fear Learning all the events will dull the replay value. Regardless, I'm going to be watching your future games. Too good.
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pulsemeat
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« Reply #85 on: February 10, 2010, 10:19:29 AM »

Thanks guys! There's going to be at least one more content patch for this version of the game soon, I'm thinking next week since I've already made the new classes. Like I said though, I'd really like to see if I can move the game/concept to something bigger.

And yeah, mad props to the Part 1 Assemblee folks for their awesome art and music. I don't think I said that enough before.
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Jackyhk
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« Reply #86 on: February 10, 2010, 11:50:27 AM »

 Beer! Just to give more support to this amazingly fun game. =p Out of all the games around here this is the only one that really caught my attention (because of dungeon crawling + co-op + multi-classes features and etc. etc.) and I have to say it was definitely worth the download and play!

Btw, I noticed that if the enemies are not doing a whole a lot of damage to you, it makes it difficult for an ally Friar to heal you since the yellow bar disappears very quickly. Not that it's an big issue, but it was a bit annoying as I was crawling through the mansion dungeon; the wavey balls were pertty difficult to dodge for me, lol. Also, Buccaneers power shot felt a bit weak compared to sword attack and it wasn't providing much use for me (since I kill most minions in one slash anyway), and I was wondering if it was made that way or I was having some stats issue.

Anyway,I am so excited to know that you are still updating the game! Can't wait to play it when the new patch kicks in; I would love to see new mage class coming in.

P.S. Just some random thoughts while I was reading through this thread: why call it a Thief class when it cannot steal gold from enemies?  Tongue Wouldn't it be more suitable to call it an Assassin class since it can hide and does double damage backstab? (it reminds me of Rogue/Assassin class in NWN2) And then perhaps you can make a real Thief class that can actually steal gold.  :D (so Assassin would be a class that comes after Thief, something like that)
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fetterson
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« Reply #87 on: February 11, 2010, 12:13:09 PM »

Hey I decided to use my first post to tell you how much I freaking love this game.  I really think it should have won the compo (3D graphics must go a long way).  I am super excited for any updates you might do!

I do have one suggestion though, maybe set the amount of weeks before the Bone Lord comes? I always feel like I wish I had more time to grow my character...maybe even make the Bone Lord stronger the longer you decide to take?

Anyway thought I would throw my 2 cents out there. Very very excellent game!
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pulsemeat
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« Reply #88 on: February 12, 2010, 08:58:00 AM »

Jackyhk: Hmmm... I guess years of fantasy games have caused me to forget that thieves are supposed to steal things and not just stab monsters with daggers. Oh well. The buccaneer's "thing" is that he's the only class (in theory) that has a powerful melee AND a ranged attack, but I've upped the powder shot damage a little for the next patch anyway.

Fetterson: In a larger implementation of the game, I'd like to have some sort of "Epic" mode in addition to what there is now (which I guess would be "Quick" or "Party" mode).

The new classes are one mage and one weirdo jack-of-all-trades, master-of-none guy. I think you'll get a kick out of them!
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pulsemeat
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« Reply #89 on: February 21, 2010, 08:39:59 AM »

Not sure if anyone is going to notice this post, but I've put up a new version with two new classes, a bunch of events, etc. Check out the unstable/update/latest version if you want to try it out.

There's a semi-secret boss in the game now, and he's pretty nasty (at least, he's supposed to be). Give it a shot if you're really hardcore.
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