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1038185 Posts in 41953 Topics- by 33577 Members - Latest Member: RyanRoach14

September 02, 2014, 03:41:20 AM
TIGSource ForumsFeedbackDevLogsCannon Brawl :: Action RTS (alpha released!)
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Author Topic: Cannon Brawl :: Action RTS (alpha released!)  (Read 7074 times)
Seiseki
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« Reply #30 on: March 06, 2013, 03:21:54 PM »

Cool, I'll be sure to check it out and give feedback!
(can't download it, says no mirrors are available :/)

Edit:

I tried it and it was awesome! Really addictive gameplay.

I was afraid that it was going to be a bit fast paced and too much multitasking.
But I think the pace is really good, it puts most of the focus on the strategy.
The controls were quick and effective.

The main issue I found was that the towers felt a bit too easy to use.
Mostly due to the long and precise trajectories shown. At the same time, it needs to be easy for the game to keep up the pace and not get overly confusing.
But I still feel like it could require a bit more aiming skill.

Another thing I thought was lacking is the character design.
The princess for example have great shading and detail, but the pose looks really awkward, stiff and uninteresting.
The rest have a completely different style, but the same poses so I assume they're old ones.

The graphics are quite juicy with lots of effects, but I think more focus on readability could improve the look.
Like thicker outlines and more contrast between foreground and background, using larger details over smaller ones to avoid it looking cluttered, oversize stuff!
« Last Edit: March 06, 2013, 06:32:41 PM by Seiseki » Logged

Petey
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« Reply #31 on: March 06, 2013, 07:40:28 PM »

Thanks! Glad you like it!

The main issue I found was that the towers felt a bit too easy to use.
Mostly due to the long and precise trajectories shown. At the same time, it needs to be easy for the game to keep up the pace and not get overly confusing.
Interesting, we do have some towers you unlock in the future that require more skill for optimal results. Overall I've been trying to make the towers easy to use, but require some extra skill to get the maximum damage output. For example with the cannon if you can aim just slightly in front of the target the shot will do damage AND drop the target causing fall damage, but perhaps this is too subtle an effect right now...

Another thing I thought was lacking is the character design.
The princess for example have great shading and detail, but the pose looks really awkward, stiff and uninteresting.
The rest have a completely different style, but the same poses so I assume they're old ones.
I agree, and actually all our characters are placeholder right now. We're going to take a new pass on them soon, we'll probably make them to look older as well.

The graphics are quite juicy with lots of effects, but I think more focus on readability could improve the look.
Like thicker outlines and more contrast between foreground and background, using larger details over smaller ones to avoid it looking cluttered, oversize stuff!
I'm glad you hit on this and I completely agree, the backgrounds and foregrounds tend to compete for your attention. Just today I set up some code that blurs the backgrounds and makes the foregrounds read much better (this'll be in a future build).

Thanks again for the feedback!
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TGoCoGames
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« Reply #32 on: March 07, 2013, 11:44:03 AM »

Love the concept and the art style of this game.  Looks really well put together.

I'll be giving it a try ASAP.
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Petey
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« Reply #33 on: March 11, 2013, 09:44:26 AM »

Love the concept and the art style of this game.  Looks really well put together.

I'll be giving it a try ASAP.
Awesome, let me know what you think!
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Connor
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« Reply #34 on: March 11, 2013, 11:12:49 AM »

looks like worms. I WANT THIS SO BAD :OOOOOOO
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« Reply #35 on: March 15, 2013, 06:02:42 AM »

You guys are news on Gamasutra today Smiley - http://www.gamasutra.com/view/news/188531/How_trial_and_error_helps_and_hinders_in_video_game_design.php
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Petey
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« Reply #36 on: March 21, 2013, 08:40:08 AM »

Haha, I saw that. I feel like a real game developer now!
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Petey
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« Reply #37 on: April 01, 2013, 04:42:24 PM »


I'm excited to announce a completely new direction for Cannon Brawl! And it all begins with a new name: Cannon Brawl Ville.

Cannon Brawl Ville will be the best free online social combat game on facebook. Immerse yourself in a vibrant 3D battlefield, meet a cast of silly characters with enormous heads relative to their bodies, and play with your friends on an epic grind to win!

For those of you who played the alpha, you might be wondering “how can Cannon Brawl work as a social game on facebook?” To answer that question, we’ve planned some giant improvements:
- Simplification of all previous skill based elements down to single clicks!
- Invite your friends to send you ammunition, buildings, and decorations for the battle!
- Populate the battlefield with your friends, shoot them out of cannons!
- Free to play, but pay to win!

We want to put the ‘social’ back in action strategy!

Let us know your thoughts and get 1,500 free Cannon Brawl Ville Coins when Cannon Brawl Ville launches (virtual currency for use in our upcoming Cannon Brawl Battlefield Decorations in-game store).
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Whiteclaws
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« Reply #38 on: April 01, 2013, 04:49:33 PM »

I don't like that Facebook decision , maybe finish the game first and then make the Facebook version ?
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Landshark RAWR
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« Reply #39 on: April 01, 2013, 05:05:52 PM »

oh make i hope you implement an energy system
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Seiseki
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« Reply #40 on: April 01, 2013, 07:25:33 PM »

Energy systems are awesome, please tell us we can also pay money for more energy! I love that stuff!
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Petey
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« Reply #41 on: April 02, 2013, 05:12:25 PM »

I don't like that Facebook decision , maybe finish the game first and then make the Facebook version ?

Don't worry, this was just my April Fools joke. Rest assured Cannon Brawl won't be moved to facebook, be pay to win, or any of that sort of silliness. Although you guys seem pretty keen on pay to use energy systems... Wink

Hope you all got a laugh out of it Smiley
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Whiteclaws
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« Reply #42 on: April 03, 2013, 03:54:01 AM »

Goddamnit , you sure got me

Whiteclaws is upset because you made him fall from his chair  Who, Me?
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Petey
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« Reply #43 on: April 07, 2013, 10:04:55 AM »

Cannon Brawl has a lot of different weapons and defenses to choose from. Some games would count "small cannon", "large cannon", and "extra large cannon" as 3 different weapons, but I don't! So when I say different, I mean really different.

A video would help explain better, and hey, here's one right here:


0:05 - The Cannon Tower is first. It shoots a little missile, has 3 levels of ugprade, your standard enemy pounder. You can play with this one right now by trying our free alpha.

0:17 - Next is the Shield Tower, it protects against cannon shots depending on its strength. It can also reflect laser beams (more on that later). This one is also in our alpha.

0:28 - Then we get to a pretty crazy building, the Bank! Banks make money automatically and can be built anywhere. Boring right? Wrong! They can also perform hostile takeovers of enemy buildings. You can enter a bank and choose an enemy building to 'buy out'. After 3 buyouts, the enemy building becomes yours! You can even buy out the enemy HQ to win (if you can build up enough money).

0:33 - Now lets talk Laser Tower. It's generally a bit more powerful and expensive than the Cannon, shoots in a straight line, and reflects off enemy shields - which either player can sometimes use to their advantage. Imagine an enemy fires a laser at you and your reflect it right back at him!

And there's a lot more in store. You can try out the Cannon and Shield and a few others in action by downloading the free alpha.
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Petey
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« Reply #44 on: April 10, 2013, 05:48:52 PM »

After a lot of people who tried the alpha mentioned they wanted harder AI, I fixed some issues and made a little before/after video:


Still working on an 'Insane' difficulty mode and making the AI more competitive overall without having to cheat. Hope you guys like the video (and my 'beautiful' voice)!
« Last Edit: April 11, 2013, 10:53:14 AM by Petey » Logged

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