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Community / Commonplace Book / Re: Doorror v1.1 [FINISHED]
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on: December 03, 2008, 07:16:24 PM
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I may have not positioned one of the switches correctly, but that level is beatable, so I guess ignore it. If you still can't beat it let me know.
Hi, the game is great, but I cant beat that EMP-technician level too...Butler says I need to close all doors and turn of lights, but when I do it, nothing happens...Is it a bug or Am I missing something? Thanks and good luck in competition! You got my vote 
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Developer / Playtesting / Re: Saqqarah - a CASUAL game on TIGSource?!
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on: June 19, 2008, 01:04:01 AM
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So I tried your game and I must say I enjoyed it most of time! Here are my feelings about temples 1st temple: bit boring, i didnt really know what i was doing and I produced chain reactions all the time 2nd temple: this tample was maybe the best (together with 4th temple). I liked the puzzle idea that let you finish the level without using shuffle or depending on random drop of new tokens. 3rd temple: i did not like this one, because i had to wait for shuffle all the time to get something usefull. 4th temple: I liked this temple very much too! Although it takes little time to get used to rotation mechanics, but then I enjoyed every level.
Overall game feelings: PROS: * Polish. Graphics and art is superb, sounds are ok, and music is not disturbing, which is important. * Temples. I like the idea that different temple has different mechanics. * Scarab. Actually the scarab sweeper was main element of pressure for me, not the time limit.
CONS: * Praise. One of the worst things was that game constantly praise me for doing nothing good. I was "excellent" even when I sucked big time. Wtf? * Bonus levels. I hate them - the glyphs was too dark and did not contrast with background properly, and all the minigames interrupts flow of the game. * Hints. Maybe there should be some difficulty settings or something, because in some puzzles I want to find MY match3, i dont want computer to play the game for me! * Monkey. It was annoying :D
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Community / VGNG / Re: Masters of Janitor Runner (COMPLETE)
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on: April 03, 2008, 10:12:37 AM
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Thank you for feedback! I'm happy that you liked the game  (actually I'm happy that at least somebody have a friend to play with  ) I love party games, and this one has all the right elements. Actually, I was planning to add also some powerups, because the gameplay gets repetetive and boring after while  ... There are a few map design issues, but I'm assuming you didn't have an army of QA testers so I'll let you off. Yes, I'm sorry, it's also because most of the maps were designed few hours before deadline, so they haven't been tested properly even by myself  BTW. A game like this shouldn't have AI bots, so I wouldn't bother adding them. It should be played multi-player only.
Yes, games like this usualy doesn't have AI bots, but on the other hand, not many people have friends to play with, so they have a chance to test it at least 
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Community / VGNG / Re: No One Can Stop the Farm Pioneer *updated again, mac and linux now available*
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on: April 01, 2008, 12:59:06 PM
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The idea of the game is very appealing to me, also visuals are very good for that short amount of time  ...But I find it very hard to control the truck (and it always gets broken and dissapears  ) , and also the trees are reproducing very slowly so its almost impossible for me to visit other planets  (actually its not very hard to stop me- I'm not very good farm pioneer  ). But overall the game is quite fun, just the controls need little bit polishing
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Community / VGNG / Re: Papal Shotgun Gladiator [Finished]
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on: April 01, 2008, 10:06:57 AM
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Your game is pretty fun! Although Excessive Gore level is not so excessive (maybe its a bug, but there is almost no blood, just from one or two lions out of ten) My high score is 115100...
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Community / VGNG / Re: Russian Landmine Patrol[Fnished Download in 1st Post]
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on: March 29, 2008, 05:25:56 AM
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I like the visuals of the game, also the idea interesting, but something like main objectives is missing (like save 75% of peasants or find X mines in 1 minute), also the difficulty should rise with every round, because the gameplay just gets repeating after few rounds.
Maybe you dont have feedback, because many people have some problems with XNA games.
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Community / VGNG / Re: VGNG: Voting!
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on: March 29, 2008, 02:48:22 AM
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Actually I used C++/SDL and make my game in one week from scratch, I can't compare to XNA, but i made my level editor in c#, and c++/c# is not so different after all...I think that SDL is good choice, that its easy and well documented with tutorials and everything, but also multiplatform (no compatibility problems, no additional 10-20Mb installation files) and runs on slow computers as well...
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Community / VGNG / Re: Viking Bazooka Bloodbath - *Demo Available*
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on: March 29, 2008, 02:29:13 AM
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Everyone seems to be posting scores from the first arena (the one without archers). Do you think the game is more fun without archers, or do you just have more impressive scores from the earlier rounds?
I think the archers are better for the gameplay, because they force you to move. In the first arena, it's possible to gain huge kills just because the knights are not so dangerous and the map can be exploited more easily (and huge kills is the reason behind the posts). My suggestion is that you should add some enemy with slow shot dealing massive-area splash-damage (something like catapult or bomb-thrower), so that player must move more often 
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Community / VGNG / Re: Viking Bazooka Bloodbath - *Complete*
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on: March 28, 2008, 12:21:41 PM
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survival: 905 coins: 60 lightning: 23 thor: 799 Man, I always find some different strategy which works even better than the previous  . VBB FTW! BTW is there any blood in the game? (except the title i mean... :D)
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Community / VGNG / Re: We Love Mind Control Rocket [Complete]
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on: March 28, 2008, 11:25:48 AM
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Although I have completed your game already (and had much fun!), I'm looking forward to your updates. The idea is great, and the gameplay will go right up to heavens after some tweaks...like there should be more emphasis on the rockets (but you mentioned this already  ) Here are some of my observations: - when you defeat siblings, their share should go to government - usualy there was no point in using EMP or stuff like that, because all the attacks were lethal (so the units would not attack again) - the negative amount of rockets happens to me usually after the combat Anyway the game is one of the best i have played in the compo yet (and one that i have been playing for longest time). Job well done!
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Community / VGNG / Re: Little Hitler in Toyland (Test demo inside)
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on: March 27, 2008, 08:36:22 AM
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The game is great! With little tweaks it have a chance to become even more perfect...I think the learning curve is not so steep, its because of the spinning enemy (which is one of the hardest to defeat) is right at the start of level, and also when hitler gets hit, he can't move. But I think you should definitly resume developing of the game!
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Community / VGNG / Re: We Love Mind Control Rocket [Complete]
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on: March 25, 2008, 06:55:56 PM
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yeah I noticed that... :D but really it would be so helpfull to have the save and load functions..I mean it should not be so hard, and I think that Derek would take it even after the deadline 
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Community / VGNG / Re: Heavy Metal Ninja Shootout(Complete-ish)
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on: March 25, 2008, 08:34:19 AM
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I like the idea of man walking on the street (instead of plain rockets as in many other shmups), but the difficulty is set little bit high for me  maybe it will be better to start with fewer simple enemies and then bring the more devastating ones...
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Community / VGNG / Re: We Love Mind Control Rocket [Complete]
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on: March 25, 2008, 07:52:04 AM
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I have tried it and it looks promising, however I dont really know how to play it and what I want to accomplish  Maybe you can post a little tutorial or guide or something btw the art looks great!
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