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December 29, 2014, 04:55:40 PM
TIGSource ForumsCommunityTownhallVery first AURO Alpha gameplay video
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DinofarmGames
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« on: August 10, 2012, 08:37:22 PM »

Hey guys!  Check it out!  AURO Alpha gameplay, with some narration by the game designer (me!). What do you think?

http://www.youtube.com/watch?v=4nHeE7Ye-wo
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Graham-
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« Reply #1 on: August 10, 2012, 09:08:50 PM »

I watched nearly the whole video. I liked it. The sound effects are good. I can imagine a "symphony" of sound/activity when you get going. Tactical layering with spells is difficult in design. I don't know why so many devs struggle with it.... You seem to have the right idea, from what I can tell.

I hope the stairwell is placeholder art. You should have a sound effect and transition animation for that as well. I imagine you will.
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DinofarmGames
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« Reply #2 on: August 10, 2012, 09:52:42 PM »

Stairwell is indeed placeholder.  In fact the way it will work is that the entire end of the level (levels are random, but linear) will be "exit tiles".
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Graham-
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« Reply #3 on: August 10, 2012, 10:15:02 PM »

I'm saying so because the end of a stage is such an important event. An entire level is like one long tile-set trench. Getting out of there is the most significant transition there is. And that's when you pick new powers right? It's really important.

How long is a stage? Is there variety in the levels beyond mobs?
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alastair
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« Reply #4 on: August 10, 2012, 10:54:30 PM »

"A game where you're trying to get points", doesn't look like it to me, looks like you're trying to get further down the dungeon. The score just looks like fluff, something that doesn't really affect the game.

Does look like it's coming along nicely though. That water effect definitely makes the pushing enemies off the edge mechanic more satisfying.
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Hima
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« Reply #5 on: August 10, 2012, 11:32:43 PM »

Looks good! I backed the kickstarter project so I can't wait to see the final version Smiley
It's a bit hard to tell what's going on at first due to the lack of visual aid but after a while I could follow the video. Really love the Jump + fire combo!
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clockwrk_routine
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« Reply #6 on: August 11, 2012, 08:48:45 AM »

This looks good, the art is great.

I actually think the scoring complements the design, since there are only so few powerups, this isn't about character building, there's a reason to go deeper into the dungeons and best yourself and others.
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DinofarmGames
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« Reply #7 on: August 11, 2012, 02:13:35 PM »

alastair:

Quote
"A game where you're trying to get points", doesn't look like it to me, looks like you're trying to get further down the dungeon. The score just looks like fluff, something that doesn't really affect the game.

It is not a game where you're trying to get further down the dungeon.  All of the abilities and difficulties are designed around getting points.  The goal of the game is to get the most points possible.  When your game is over, you're not even told what level you were on.  It records your scores, not the dungeon level.

In short, I designed the game and trust me, the object of the game is points.
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impulse9
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« Reply #8 on: August 11, 2012, 06:23:07 PM »

Seems like a very creative game. Looks great as well. I like this! Smiley
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