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1056403 Posts in 42899 Topics- by 34852 Members - Latest Member: laairoy

October 23, 2014, 05:46:32 AM
TIGSource ForumsCommunityTownhallCOFFEE MAFIA - FREE WEEKEND!!
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Author Topic: COFFEE MAFIA - FREE WEEKEND!!  (Read 2234 times)
JMickle
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« on: May 03, 2013, 11:02:35 AM »

I'VE BEEN MAKING THIS GAME FOR 7 MONTHS AND I AM NOT DOING THAT ANY MORE


!! AND NOW FREE THIS WEEKEND !!


FREE TO PLAY IT THIS WEEKEND!
« Last Edit: May 24, 2013, 07:57:37 AM by JMickle » Logged

sublinimal
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« Reply #1 on: May 04, 2013, 12:22:48 PM »

This feels good to play, takes just the right amount of reflexes.
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mindbrk;
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« Reply #2 on: May 04, 2013, 01:45:56 PM »

needs more levels  Smiley
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Udderdude
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« Reply #3 on: May 04, 2013, 01:47:53 PM »

Needs less screen shaking D:
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JMickle
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« Reply #4 on: May 04, 2013, 02:25:52 PM »

needs more levels  Smiley
it really does

Needs less screen shaking D:
it really doesn't
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deathtotheweird
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« Reply #5 on: May 04, 2013, 09:20:53 PM »

no mouse aim makes me sad

also the AI is pretty dumb, they don't react when their buddies get shot.

felt a lot like hotline miami, cool presentation but meh gameplay.
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Conker534
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« Reply #6 on: May 04, 2013, 10:41:49 PM »

I thought it was fun
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Ant
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« Reply #7 on: May 04, 2013, 11:15:29 PM »

really good stuff  Hand Thumbs Up Right

spriting was especially splendid  Hand Thumbs Up Right

firing felt really random - maybe could do with making the player bullet collisions fatter

could do with more variety

i dunno how to get the cheat working
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mbel
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« Reply #8 on: May 05, 2013, 07:51:53 AM »

omg, the music is crazy, and it's hella good at the same time (and yeah, the game is fun).
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JMickle
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« Reply #9 on: May 05, 2013, 09:54:56 AM »

no mouse aim makes me sad
i have like a long list of reasons i didn't have mouse aim but i definitely didn't pull it off well enough (i have some ideas to improve that i'll try in a new game)

Quote
felt a lot like hotline miami, cool presentation but meh gameplay.
hotline miami comparison is absolutely fine, probably inspired a lot (i did start this before hlm came out but still) funny your thoughts on presentation/gameplay because i thought it was the other way round personally. i'd love to hear more about your thoughts on this!

really good stuff  Hand Thumbs Up Right
thanksyouu
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spriting was especially splendid  Hand Thumbs Up Right
cool! i tried super hard with the artwork because i'm not much of an artist
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firing felt really random - maybe could do with making the player bullet collisions fatter
i tested this out but it didn't feel good at all, i think there is a problem elsewhere
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could do with more variety
yeah it totally could. more enemy types and tilesets and stuff, i was gonna add it but i was growing very tired of working on it. i decided it was a better idea to polish what i had (i am considering doing a sequel)
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i dunno how to get the cheat working
you gotta type pretty dang fast
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omg, the music is crazy, and it's hella good at the same time (and yeah, the game is fun).
thanks! music is my first love. i'm arranging the soundtrack and it'll probably be out soon
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ugabuga
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« Reply #10 on: May 05, 2013, 10:41:40 AM »

Dat shaking
Pretty cool stuff, shooting dudes was fun... as long as I was alive Sad The music was awesome!

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deathtotheweird
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« Reply #11 on: May 05, 2013, 11:15:53 AM »

Quote
funny your thoughts on presentation/gameplay because i thought it was the other way round personally. i'd love to hear more about your thoughts on this!

well the gameplay just involved shooting people. the AI is dumb and predictable so there isn't any real challenge there. they got stuck on walls and things a few times, and I found it weird they wouldn't react when a nearby buddy got shot. not especially bad or anything, just not super compelling.

the presentation is nice for many reasons. the shooting actually feels like I'm shooting, I like the camera shake and the character moving back. the music is catchy and repetitive but never gets annoying. the color palette is good and the art style is charming. animation of the text in the level titles is cool too.
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JMickle
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« Reply #12 on: May 05, 2013, 01:54:37 PM »

oh awesome gotcha. thanks for clarifying! i guess i was mixing the two up a little, i definitely spent a lot of time on the feel of the controls, looks like that paid off!

One thing I've realized making this game is that it has pretty bad level design, which may be a fault of a lack of variety, but also more likely lack of experience. I feel with more interesting enemies and better thought out/explored mechanics it could be many times better.

Definitely going to take on board what you said.
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Kirill
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« Reply #13 on: May 06, 2013, 02:13:26 AM »

This fucking game is fantastic.

Make more levels, seriously.
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JMickle
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« Reply #14 on: May 06, 2013, 02:23:43 AM »

Press! http://indiestatik.com/2013/05/06/coffee-mafia-a-shot-of-espresso/

He seemed to sum up my thoughts on the game precisely.
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PompiPompi
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« Reply #15 on: May 06, 2013, 12:33:10 PM »

My strategy was usually to plan ahead what direction or two directions I should shoot and then run inside and kill them as fast as possible, running out if I have to.
The fact that they can aim any direction(played it a few days ago so I might be imagining this) and that my character die in one hit made it pretty impossible to do anything more sophisticated than what I chose before.
But even then my previous tactic was half lucky.
If the enemies have been a bit smarter(follow you, path finding and etc), they would have easily killed me every time.

This game seems to have potential, but something about the gameplay is too... random?
I mean, it is exciting and thrilling, because fighting is resolved in very short bursts(either way), but it seems a bit beyond my reflexes.
So eventually I got bored of it. :/
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Master of all trades.
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« Reply #16 on: May 07, 2013, 08:46:11 PM »

Best game name ever.
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JMickle
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« Reply #17 on: May 08, 2013, 12:46:11 PM »

I released the soundtrack too :O http://jmickle.bandcamp.com/album/coffee-mafia
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« Reply #18 on: May 08, 2013, 12:56:23 PM »

design is great music is killer.  noticed if you stand close enough the bullets pass through you.  Would of liked more control over the player movements felt he moved to fast
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goshki
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« Reply #19 on: May 09, 2013, 11:13:38 PM »

The games is infuriatingly hard in the beginning. The inability to aim precisely combined with insta-death made me want to leave it. But after I've started to put more thought and planning into my actions, it's become more intelligible. Although thought and planning are not enough at later levels where enemies come in packs and you have to use gating and take them one by one. And it's tough, especially when you have to backtrack through some corridor and the attacked room gets out of sight.

Fun game nonetheless, took me half an hour to beat it.
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