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1075891 Posts in 44150 Topics- by 36119 Members - Latest Member: propmaster

December 29, 2014, 01:18:56 PM
TIGSource ForumsFeedbackPlaytestingIron Galaxy (pre-alpha)
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Author Topic: Iron Galaxy (pre-alpha)  (Read 638 times)
Spoonweaver
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« on: May 24, 2014, 12:59:52 AM »


Ok, so I currently offering up a playable demo of a very underdeveloped version of a game I'm developing with the help of a friend of mine. (He's doing the graphics and I'm programming) We're planning on trying our best to go big with this so any feedback at all would be very welcomed and likely taking into very serious consideration.

Anyways, the game is called Iron Galaxy. In it you play as a Mech pilot who works as a part of the galactic army. His Mech is one of 4 mechs on the ship he captains which is the main attack ship of a Mothership sporting an experimental radar jamming system. With this system you and your crew have to stop a uprising of a mysterious organization.

The game plays out mainly as a tactical game, not unlike shining force. However, when you encounter an enemy you don't fight out on the field, instead you enter an RPG styled fight akin to final fantasy. The final game is planned to have up to 20 mechs, 6 ships, and at least 30 levels.

Download - Iron Galaxy (Pre-Alpha).zip

I hope you enjoy it.


Edit:  as a note, again the game is very underdeveloped. As such, the balancing is very bad right now. I tried to make it beatable instead of difficult, so I hope that helps.

Also, the A.I. is a bit mindless. This is not completely by mistake. The final version will have some mindless drones flying around that you can avoid. However, it will also have enemies that come right at you, or even try to defend certain areas. I fully understand if you find the lack of AI bad at this point.

There's alos a bit of a problem with the boss on the first and only level. There is likely other problems too. Thank you again for giving it a chance in this current state.
« Last Edit: June 07, 2014, 07:16:26 AM by Spoonweaver » Logged
Spoonweaver
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« Reply #1 on: May 27, 2014, 07:20:15 AM »

nothing? 
...well that sucks.
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Orymus
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« Reply #2 on: May 27, 2014, 10:55:46 AM »

That right there looks a lot like O.H.R.R.P.G.C.E., isn't it?
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EdTheEidolon
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« Reply #3 on: May 28, 2014, 10:47:51 AM »

So I tried out your demo and jotted a few notes down that I hope will be able to help you guys out. Since I don't know what specific kind of feedback you guys are looking for with this build, I just tried to look at a couple key areas of your design so far.

First off, character roster:
I just tried the first four characters listed (Kenzo, Hokura, Edaleth, Takiko), but it seems like from the list you are building an impressive roster. However, when actually using each character, I didn't really get a sense of diversity in how each one played. I would like to see some characters with support abilities (boosting speed, strength, defense, healing). If there are characters in the game that can/will be able to do this, it would be good to let the player know this info at the selection menu. A one to two sentence description of each character's role/play style would be super helpful in helping the player craft their lineup.

On the art side, I really liked the retro look of the characters, and you seem to be on the right path in giving them unique visuals for both their appearance and attack animations.

Combat:
Like I said above, a diversity in abilities would add more strategy to the combat. I noticed a couple of AoE's, but nothing in the way of support abilities. Also, there seemed to be an imbalance in special ability costs versus effect with some of the characters. For example, Takiko had 2 abilities that were 3ep a piece, and each did about 40ish damage. I believe Edaleth had an ability with the same cost that did over 100. Going in and fiddling with these numbers would help balance the game more.

Space Navigation:
I thought this part was super cool. Having an overworld where you could navigate multiple ships around enemies adds a neat flavor to the turn based combat. You could definitely push this further to make it a key mechanic in your game. For example, if you are able to come at an enemy ship from behind, maybe give each hero a surprise round in the subsequent combat. Or if one of your ships is attacked while adjacent to a friendly ship, give those units a fortification (defense) bonus during the combat round. So yeah, super cool addition that has a lot of potential.

Enemies:
This is pretty similar to what I felt about the player characters. Good diversity in enemy appearance (the boss looked especially cool), but I would like to see more unique abilities instead of just trading punches.

Well those are all the notes I have. Good luck on further development, and I look forward to seeing your progress!

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Spoonweaver
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« Reply #4 on: May 28, 2014, 02:38:55 PM »

So first,  yes, we are making this game with the OHRRPGCE.

Second, Thank you for all your feedback EdTheEidolon. You are amazing.
And yes, the stats and attack/abilities are all really rough. They will all be flushed out in any future releases.
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Orymus
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« Reply #5 on: May 29, 2014, 05:53:00 AM »

Hey Spoonweaver.
Wouldn't you say "programming" in OHRRPGCE is a bit exaggerated?
I'm assuming your using "plotscripting"?
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Spoonweaver
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« Reply #6 on: June 07, 2014, 07:15:53 AM »

Hey Spoonweaver.
Wouldn't you say "programming" in OHRRPGCE is a bit exaggerated?
I'm assuming your using "plotscripting"?

Why would it be exaggerated? I'm programming a tactical system into the rpg engine.



ALSO: I was talking to someone I believe was from this site the other day about testing this out on his android. Might as well put it here in case someone else was wondering.

We're not really handing out the base OHR.apk file and I'm not looking to package the game so early into development. So sorry, you'll have to wait till the android release to play it on your tablet/phone.
« Last Edit: June 07, 2014, 07:20:56 AM by Spoonweaver » Logged
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