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1026536 Posts in 41149 Topics- by 32752 Members - Latest Member: eddiekeith14

July 24, 2014, 10:43:36 PM
TIGSource ForumsFeedbackDevLogsFAMAZE
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Author Topic: FAMAZE  (Read 13233 times)
Xecutor
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« Reply #30 on: August 01, 2010, 08:31:33 PM »

I'll be glad to test this!
(I'd say I WANT to test this Smiley )
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PKBT
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cool


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« Reply #31 on: August 01, 2010, 08:59:19 PM »

Count me in too.
You won't regret it. Hehe.
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baconman
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« Reply #32 on: August 02, 2010, 08:57:04 AM »

Testing! Testing! One-Two...
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Tanner
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~gene~


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« Reply #33 on: August 02, 2010, 01:19:22 PM »

Sign me up for testing if there's still room!
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jakten
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Wizard

rpgr2000@hotmail.com mandraggannon
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« Reply #34 on: August 02, 2010, 03:12:18 PM »

I'd love to help out if you still need some!
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aznmonk
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There and back again!


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« Reply #35 on: August 02, 2010, 08:03:13 PM »

i want to help too!
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micpringle
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« Reply #36 on: August 03, 2010, 12:12:56 AM »

 Hand Point Right oryx

I have just dropped you a PM - please read and get back to me Grin

-Mic
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Loren Schmidt
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« Reply #37 on: August 03, 2010, 05:54:51 PM »

Thanks for the interest, everyone. We're happy to have help testing this early build- we will send you all a link to the test build in the very near future. Anyone who doesn't make it into the first round can help out later. (I would hazard a guess that we'll do at least two rounds of testing before release.)

So while you're waiting, here's an update on our progress. Over the past two days we've been trying out a couple more class abilities.

  • Thief-
    As mentioned before, the thief can disarm traps. The thief is skilled at information gathering and has high mobility.
  • Knight-
    The knight is less dependent on items and more self-sufficient than other classes. He has a charge up lightning attack which is excellent for taking down large foes, and which also makes him a bit less vulnerable to status effects.
  • Wizard-
    We're still designing the wizard. One idea is that he might be powerful offensively, but limited by resources.

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oryx
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« Reply #38 on: August 03, 2010, 10:35:02 PM »

**KARRRRRRAAKKK!**  Addicted


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aznmonk
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There and back again!


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« Reply #39 on: August 05, 2010, 05:11:48 PM »

this game looks like it was built for the iPhone O.O any chance of a port?
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Loren Schmidt
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« Reply #40 on: August 05, 2010, 05:31:58 PM »

The test build goes out in a few hours. I'm getting stage fright, early builds are never as good as I want them to be Embarrassed. Ah well, it is what it is, and honest feedback at this point will be very helpful in making the final game better!

this game looks like it was built for the iPhone O.O any chance of a port?
I'm not sure! In terms of level of complexity and play length it would be a good fit.
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Xecutor
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« Reply #41 on: August 06, 2010, 12:32:24 AM »

Played thru the demo.
Very nice and very addictive!
At first I couldn't see well where are walls and where are passages.
There is no any reaction when you bump into the wall, so it looks like nothing is happening.
I even clicked the game to make sure that it has focus.
But a little bit of playing and it's fine.

I played the knight. Not sure that I completely understand how smite is charging.
Most of the time it's charging by killing monsters. But sometimes not...

When there is item next to monster (sleeping eye in my case), and smite is charged,
it is looks like it is impossible to pick item instead of smiting monster...

Will play other classes a lil later.

Great job!
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deathtotheweird
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« Reply #42 on: August 06, 2010, 12:45:43 AM »

I sent an email to the address you provided.

But I have to say this, the game is really awesome. I played all 3 characters in one sitting. This game has the potential to be just as addictive as desktop dungeons. Really good stuff here. This is a great take on some of the mechanics you had for tiny crawl. Much funner and more interesting here of course.
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Loren Schmidt
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« Reply #43 on: August 06, 2010, 12:53:39 AM »

Okay, the I've sent a link to everyone on the list. Thank you all very much for offering to help! Your feedback is very much appreciated.

I'll elaborate a little on the three classes, because I didn't go into that in the message I sent out earlier. The items found throughout the dungeon are affected by the class we play as- the knight gets more potions, the thief gets more teleports, and the wizard gets extra fireballs. Now this is currently in flux, but in addition to the extra items, there are a few class abilities.

When playing as the thief, we can disarm any trap we have detected (via light) by standing next to it and pressing the space bar.

When playing as the knight, defeating foes charges up a lightning attack.

I played the knight. Not sure that I completely understand how smite is charging.
Most of the time it's charging by killing monsters. But sometimes not...
Thank you for the feedback! Those are some good points about walls. You're totally right, there should be some feedback to make it obvious when you're bumping into a wall, like a sound and some animation. By the way, the knight's lightning attack is currently set to max out after the sixth kill. As soon as you're flashing, you can use the attack (and waiting beyond this point can be good for timing reasons sometimes, but does not make the attack more powerful).

I sent an email to the address you provided.
Thanks Allen, I appreciate you helping out yet again! Rest assured that we will go over your feedback with a fine toothed comb, you've said some very helpful things in the past.
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Maikel_Ortega
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« Reply #44 on: August 06, 2010, 02:20:54 AM »

If you're still looking for testers I really want to help. The game looks awesome Tongue
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Melee Studios:http://melee-studios.com<br />Forever WIP (ESP devlog): http://maikel.londite.es/devlog/
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