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1038384 Posts in 41962 Topics- by 33588 Members - Latest Member: JayJaySut

September 02, 2014, 06:07:55 PM
TIGSource ForumsFeedbackDevLogscutthroat EP
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Author Topic: cutthroat EP  (Read 10863 times)
eyeliner
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I'm afraid of americans...


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« Reply #15 on: October 08, 2012, 02:16:17 AM »

Thanks for the explanation. Makes sense, but I think that a kind of blurry area like the Sims (?) would work well.
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Yeah.
jonbro
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« Reply #16 on: October 08, 2012, 03:33:30 AM »

love the art! it reminds me of aeon flux a bit.
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mauz
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« Reply #17 on: October 08, 2012, 05:24:22 AM »

Really love palette, especially the sky gradient. Toast Right
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Dylan Jones
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Thanks for supporting indies!


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« Reply #18 on: October 08, 2012, 08:26:46 AM »

Absolute great premise, I love this style of game. Not to cross promote, but perhaps you'l get some ideas in a 3D version (I love the idea of games that encourage the player not to keep playing) I created over here. https://vimeo.com/37941162 I will defenetly be checking back on this one, good luck man, keep going!
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deathtotheweird
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« Reply #19 on: October 11, 2012, 01:36:54 PM »

aside from there not being much to do, this was cool. liked the art style and the music/sounds.

few bugs with collisions, being able to walk on air and getting stuck in a building when flying. also I went to the right edge of the map and tried to return to the original roof and the camera stopped scrolling. unless I flew past it without noticing, this seemed like a bug.

and the pipe thing on the roof is the same color as the players pants, looks funny when you walk in front of it.
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Sean Hogan (seagaia)
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this is okay


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« Reply #20 on: October 11, 2012, 03:40:48 PM »

This might be totally ridiculous but sometimes when flapping, the bleepy-bloops sort of formed a harmony to the song. If it did that more strongly/consistently that would be a nice touch - although it's certainly a polish thing since it would take some work.

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Other than that, dug the art and music. The flapping thing looked kind of funny (was that intentional?) since only his arms move.

--

Graphical things: There seems to be a thing where some little line will move up the screen and offset stuff below it. I have no idea what causes that but I think it's common.



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mikewest
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« Reply #21 on: October 11, 2012, 07:23:40 PM »

My favorite part was that there was a button that just caused me to curse.  That captured something special about those days when you wake up and know it's going to be a crap day.  I'd love to see more of that in the game.  It's those moments that then make it so meaningful when I get to escape and be a bird. 

I'm struggling a bit to suggest anything else to add.  You could rest your head against the shower wall.  But things like fighting with your alarm clock while waking from a dream, running out of milk as you pour some cereal, spilling coffee, etc. are all a bit cliché? Or more to the point, the beauty of the curse is it's ambiguity.  As the player, I get to fill in the reason why he's cursing, so I feel more connected. 

In that same vein, I like the decision of stripping down a character (literally) to create a bond with a player.
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PostPre
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Posted


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« Reply #22 on: October 12, 2012, 10:52:14 AM »

This might be totally ridiculous but sometimes when flapping, the bleepy-bloops sort of formed a harmony to the song. If it did that more strongly/consistently that would be a nice touch - although it's certainly a polish thing since it would take some work.

Yeah, that was on purpose. There's one flapping sound that doesn't harmonize though, I'll see about getting it removed. Should make things much more cohesive.

Thanks for the compliments, everyone. As you can hear by playing the build, we're going in the direction of procedural audio. Specific scenes, however, will have normal music tracks. This is my first time really scoring something this closely, and I'm having a good time of it.
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Gabriel Verdon
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« Reply #23 on: October 12, 2012, 12:57:22 PM »

Man this is awesome! You guys did a great job with the atmosphere - the camera tilts and ambient music are just masterful.

I did run into a collision bug where I got stuck while trying to land on a building though.
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Graham-
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ftw


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« Reply #24 on: October 12, 2012, 01:56:04 PM »

showering vid is intense. does personalize/normalize character. good idea/execution.
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mikewest
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« Reply #25 on: October 14, 2012, 09:41:12 PM »

Quote
which I accidentally forgot to remove.
Haha, just a coincidence then.  Well it certainly set the tone, and I'd vote for keeping it in.  Anyway, looking forward to seeing where it goes.
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Alpha Zulu
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« Reply #26 on: October 20, 2012, 10:28:39 PM »

I'm totally intrigued by this game. You say you're re-using the engine from a previous game. What did you use to build it?
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Shakhal
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Like a child with toys


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« Reply #27 on: November 03, 2012, 11:30:46 PM »

He's a bad skeleton. Drinking a heart's juice (??) in his underpants Tongue
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sergiocornaga
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« Reply #28 on: November 04, 2012, 05:48:26 AM »

Mega cool-looking.
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IndieGamesDig
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« Reply #29 on: November 10, 2012, 03:24:40 PM »

Haven't checked out your stuff in a while zak, but I'm digging all this weird crap so far though, last game I played of yours was Love Space, and this is quite the departure. I'm mostly just posting so I can remember to follow this...anyway peace.
« Last Edit: November 10, 2012, 03:34:26 PM by IndieGamesDig » Logged
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