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GregWS
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« Reply #60 on: April 26, 2009, 11:51:40 AM » |
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I really love this game (at least the version I played that was posted on IndieGames a few weeks back; I'm not sure if it's changed much since then). I really love the low-poly graphics, and just the general style of the whole thing. The gameplay was pretty good, but I found just going for the cube made some of the levels way too easy, so I just destroyed all other enemies before going for that to add some more depth/time to the game. So maybe tweaking that aspect of the game would be good? I dunno; your game not mine.  But yes, great job, this game is phenomenal! 
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increpare
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« Reply #61 on: April 26, 2009, 03:05:33 PM » |
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oh, i forgot to say, i thought it was going to be a racing/dash-style game on the basis of the first couple of levels ;p (what with the speedups). anyway, yeah, there's so much fun stuff here that could really nicely use lots of exploration. visually reminds me a little of hi-octane as well...maybe that's just the graininess, though. 
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0rel
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« Reply #62 on: April 26, 2009, 05:25:17 PM » |
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i'm having mixed feelings about this as well  i think it was more something like a shared 3d experiment, not really a finished game... i would welcome something more strategic + ... longerlly. me too. but yeah; the density of visual and gameplay styles feel like they could really comfortably be expanded to something much larger. that's an insight i got too... developing some playable mechanics seems *always* to emerge some potential for possible, expandable games, it seems... while i had that physics library running, with working triggers, effects like gates, "forces effectors"..., suddenly gameplay possibilities started to sparkle by themselvs... still undeveloped though. - but having compos is very great to jump in at the deep end, and get to new things without much foresight... i love these compos here!, but surly not because they are competitive!  moi, Greender, ...it probably would have made a bit more sense to include the music files as OGGs (There are about 50MB of WAVs, which would equate to about 5MB of OGGs); that would have been better, yes. i just had that audio tool lying around, and wanted to use it somewhere :D GregWS, i'm happy you like it! so I just destroyed all other enemies before going for that to add some more depth/time to the game. So maybe tweaking that aspect of the game would be good? that could quick fix things easily... yes. ...one thing i first wanted to explore further initially was "open behavior gameplay", but it turned out to be quite difficult to make a "system" (or better a collection of independent enemies in this case) interesting enough, without rigid rules and a goal. so things came out quite undecided/fuzzy...
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« Last Edit: April 26, 2009, 05:28:22 PM by 0rel »
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MisterX
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« Reply #63 on: April 27, 2009, 08:19:55 AM » |
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Even though you seem to think otherwise, in my opinion Okkuplektor feels like quite a complete game already. Sure, the very different difficulty in each level and the ability to avoid all enemies in some levels would still have to be fixed, but other than that I enjoyed it a lot. The concept of having highly different levels which are played one after another works really well. First you have a big level to just fly around in, then get to the finish, then you have a normal fight, suddenly the next level is more of a race to the finish, then a very calm exploration level, then there's frantic action, etc. I think this could easily be very confusing or just feel out of place, but the different layouts of the levels, the changing background music, it just all fits together, as different as it tends to be  I think I actually enjoyed the level with those huge "mines" flying around the best, where you only have to find two keys without any shooting. The atmosphere in that level was really nice. There is no pressure on the player, as there aren't really any enemies, yet those big and fast mines are still frightening (and I guess they would be moreso if they exploded upon contact or so, killing you with one wrong move). Exploring this "alien" environment then is really enjoyable and somewhat reminded me of Metroid Prime. Needless to say, this is one of my favorites of the compo. So, I would very much appreciate your going on developing this, or making something in a similar fashion, if that was your plan 
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muku
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« Reply #64 on: April 27, 2009, 11:17:38 PM » |
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I can't believe I haven't commented on this yet (except for once complaining that it didn't work... I then ran it on my laptop, where it did work). I only got around to playing it for an extended period yesterday evening, though. What stands out to my perhaps the most is that the movement feels so right. I can't put my finger on it, but the way you accelerate, combined with the very dynamic movement of the cockpit itself, gives movement in this game an extremely visceral, satisfying component. Very well done. The other highlight in this game for me are the environments. You must have had a lot of fun designing those, eh?  These are fantastic, varied locations, some feeling high-tech, some very alien. I had quite a bit of fun exploring, and the atmosphere is great. Somehow this game is like a sci-fi version of Magic Carpet. That said, in that level MisterX mentioned, I did find the two keys, but then I couldn't figure out how to proceed further, so I got stuck there. But it's a minor annoyance, I guess I would have found it eventually, but there were so many more games to judge...  In my opinion it doesn't feel like a complete game yet. Something to tie it all together, like some narrative (which could well lean towards the abstract, as the levels do), some sense of purpose. Also something as mundane as a more fleshed-out main menu with a list of levels to choose etcetera would go some way towards making it feel more complete, I think. But it doesn't matter, it's still one of my favorite entries, and you get my vote.
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Jasper Byrne
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« Reply #65 on: April 30, 2009, 04:33:44 AM » |
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I played this on my lunch-break and absolutely loved it. I might be in the minority here, but I would have loved to see it running at native-resolution, all crisp geometric lines and gourad shading ala Rez.
The strongest points for me were the incredibly slick handling and the music (the toungue-in-cheek, dance-lite stuff followed by the odd ambient piece reminded me of Edge on the iPhone.)
I always enjoy your stuff, Orel, and look forward to your future projects!
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0rel
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« Reply #66 on: May 01, 2009, 02:55:29 AM » |
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...ahm, i make it short. yesterday night i've almost posted some lengthy, overly self-critical blah again. i'll let that out and just say instead, thank you all for playing, commenting and voting!this was a nice compo again, although it started a bit slowly... So, I would very much appreciate your going on developing this, or making something in a similar fashion, if that was your plan ...probably i will do something similar, but more high-res, and less combat oriented soon. i want to explore that "open behavior" idea a bit further... levels where you have nothing really to solve or destroy or the like, no fixed goals. more spaces where you just perform, explore... there's more to come on this. this game here was some sort of a test, to see if i can do something playable in 3d. it's not easy, and i'm still scared by all these techy details, to make something that plays everywhere the same... but i'm happy that many of you were able to play it. that's great... and here also big thanks to trabitboy, who helped me with the testing in the past two weeks. i'm now a bit more confident about all the tech... muku, ha!, nice you could play it now too!  i'm having similar thoughts about the pros and cons of the game like you said... the movement mechanics felt right, and i'm happy about the finally working collisions and all that. also, that i could set up some atmospheres, but not really about the actual mix of atmospheres in the game. feels unfinished. still hoping it was inspiring for some of you... @tech: does the new MinGW version finally work on win2k? would be interesting to know. superflat, 'Edge' looks like a really neat game! thanks for the hint.
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muku
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« Reply #67 on: May 01, 2009, 03:20:12 AM » |
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@tech: does the new MinGW version finally work on win2k? would be interesting to know. Just tried it... yes it does!
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0rel
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« Reply #68 on: May 01, 2009, 04:55:03 AM » |
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huzzah! that's great to hear! thanks for the prompt reply.  so then, i'll probably stick with MinGW for releases form now on... VisualStudio as IDE, cause it's still by far the best i know, but not the compiler, cause it seems to behave very strangely in it's newest incarnation, probably because of these manifest thingies, but i have really no idea why exactly... (any hints would be helpful, also for other devs around here, i guess...) and, although there would be still many points to fix in the game (content/concept wise), i let it be now... it's finished, as an experiment. so... the final version finally arrived!, i think. puhh...
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cmspice
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« Reply #69 on: May 04, 2009, 09:42:21 PM » |
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Wowa, amazing game. The visuals are just stunning. It's exactly what I imagine good lofi 3d to be like and exactly what it never was.
I'm sure you answered this but it's too much to read. What rendering/physics engine did you use or did you write your own.
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0rel
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« Reply #70 on: May 05, 2009, 09:55:55 AM » |
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What rendering/physics engine did you use or did you write your own.
for the physics i've used the open source Bullet Physics library. the graphics are done with my own framework, based on basic OpenGL.
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Noyb
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« Reply #71 on: May 05, 2009, 09:09:41 PM » |
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I love the atmosphere in the swamp level. It shows how effective this engine can be if you can get the player to slow down and appreciate the level design.
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Batmanifestdestiny
Level 1
When life gives you lemons, make an internet craze
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« Reply #72 on: May 09, 2009, 12:39:11 PM » |
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I like this game, thoguh I was dissapointed...I thought you were using voxels...
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"Sweet Sacajewea, Batmanifestdestiny! We've struck GOLD!" -Joseph, Utah Wonder
You have to plagierize the Italian.
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