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1411319 Posts in 69331 Topics- by 58384 Members - Latest Member: Winning_Phrog

April 03, 2024, 03:24:32 PM

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221  Developer / Playtesting / Re: Lothar's War on: July 05, 2011, 09:51:45 AM
just gave the game a bit of a go.

I really like that you have everything tool-tipped, it really helped me figure out how to get started, I especially liked that the units description was a brief statement on how to best use them, that really helped.

I don't like that you don't get to choose the order your units move in, especially in the first turn of the first level you are stuck moving soldiers before you have a chance to move your peasants out of the way first.

I felt overwhelmed playing the first level too, a tutorial would be ideal, but maybe even just allow the campaign to scale up. make the first mission just a scuffle between a couple of knights and scale up to what you have here. The first mission is a handful of peasants versus an army, it doesn't really seem fair.

it doesn't really seem fair to criticise coder-art but would it be possible to get someone else to help you with the art or possibly use one of the many awesome sprite sheets people offer around here?

The best I can offer is to sit someone down who has never played the game before and see how they get on, I think your familiarity with the game may be causing you to miss some of the pitfalls a new player may face with this game.

Overall though, the game shows promise, it has a fun puzzle-like element to it (in fact, that might make a good extra mode, look up 100 rogues' challenge mode) and with a bit of polish, it could be a good strategy game.
222  Developer / Playtesting / Re: Joe Snow Beta (Testers needed) on: July 01, 2011, 09:20:24 AM
403 forbidden on trying to download
223  Developer / Playtesting / Re: Dungeonesque - A game I've just put on hiatus on: June 30, 2011, 08:52:23 AM
i'm pretty sure legally it's iffy, but there is probably a vassal plugin for the game somewhere, you could probably find a few people online to play the game with.
224  Developer / Playtesting / Re: [WIP] Omnicron on: June 29, 2011, 03:09:40 PM
i really dislike how this controls, it really feels awkward, i don't know if this is intentional but what stuff could and couldn't be shot at or blocked with a mouse click was confusing. I may have missed something but I don;t know why those towers that shoot big blue balls are immune to my ships guns or why the flame things are immune to clicks.
225  Developer / Playtesting / Re: Terraria / Zelda style platformer on: June 29, 2011, 03:03:56 PM
i understand that this is very early days but the platforming element does need some work, a platformer should feel fun to control, this guy seems clunky.

theres not much else to give feedback on this early on, but i've yet to see a 2d minecraft clone that looks fun to navigate.
226  Developer / Playtesting / Re: Dungeonesque - A game I've just put on hiatus on: June 29, 2011, 02:58:33 PM
fuck this, make descentesque!

i love this guy, he's charmingly geeky.
227  Player / Games / Re: Video games get protection via first amendment rights on: June 29, 2011, 04:00:27 AM
movies look after themselves and have a known bias towards the big studios that fund them.
if games follow the same path, it could lock out indie games from a lot of distribution.

indie cinema is not what it used to be because of the governing body, do we want that for games?
228  Developer / Playtesting / Re: Dungeonesque - A game I've just put on hiatus on: June 29, 2011, 03:32:18 AM
i'm glad to see this is still being worked on (or was)

what you're kind of creating here is a strategy game version of left4dead rather than the standard pen and paper rpg. the dm is playing to win here instead of playing to ensure the other player feels challenged without feeling overwhelmed.
That's why the combat may not feel satisfying, the dm is spamming them with loads of the same units until they reach the end.

I think the trick to making the villain side fun and challenging (while also doing so for the player) is to make each monster incredibly one sided, each superzombie in left4dead has a very specific role but the right combination can cause cool ambushes. Maybe if you play into that a bit more, include health potions that take time to work so other heroes need to protect them until they're healed and maybe add a unit spawner that continually pumps out 1hit-kill enemies until it is destroyed by the heroes.

Maybe mana should be spent on soulshrines (or whatever) and each soulshrine allows you to have one of that unit in-game at one time, once a skeleton (for example) is killed you have a couple of turns before you can re-place it, I think it would push strategy for the dungeon player over spamming plus it would give the hero more reason to explore (destroy the shrine) over simply racing to the edge
229  Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!! on: June 28, 2011, 01:40:05 AM

will post any old shit if they think it will generate comments
I hate how they try to put a console wars spin on anything/everything as a revenue generator
230  Player / Games / Re: Quake Is Fifteen on: June 25, 2011, 05:41:51 PM
if we're talking mods, anyone remember club shub?
bizarre shit


231  Community / Indie Brawl / Re: Indie Brawl: Support Characters on: June 24, 2011, 12:58:53 AM
I keep putting off animating the walk for this because I really love the way creepers' feet gallop while the body and head just glide along, but I'm afraid that it will look just lazy if I make the walk that way.
232  Developer / Playtesting / Re: Cube World - Voxel-Based Exploration RPG [WIP] on: June 21, 2011, 04:06:05 PM
how would you advise he do that?
233  Community / Indie Brawl / Re: Indie Brawl: Support Characters on: June 21, 2011, 04:03:27 PM
i really like the shading, it gives it that cubey look that it needs but still fits in with the indie brawl style.
Not sure about the toes though, they make him look a little unstable, no pun intended Smiley


i also tried to make the face match the creeper a little better, although i figure yours differs to try and make it fit in with the indie brawl characters.

I considered making him patchy too but i couldn't easily find a way to do this that i was happy with, creepers are too low-res to really mimic the style of his colour
234  Player / Games / Re: Ocarina of Time 3D on: June 21, 2011, 01:05:10 AM
it looks like how you remembered it looked.

very true
235  Developer / Playtesting / Re: The World 2D on: June 19, 2011, 08:06:07 AM
seems like a good start
236  Developer / Playtesting / Re: Cube World - Voxel-Based Exploration RPG [WIP] on: June 18, 2011, 02:05:19 PM
yeah, uninhibited movement would certainly feel better, especially with it being 3rd person.

the trees look better with a bit of an underhang, but i think it would be better still with longer roots that hang down the mountain side.
237  Developer / Playtesting / Re: Cube World - Voxel-Based Exploration RPG [WIP] on: June 16, 2011, 06:16:34 AM
it'd be nicer to have roots tho! I'd love to see some cave with roots poking out the ceiling, or roots jutting out from a cliffside with trees up above. adds to the 'richness' of the world I think

exarptly
238  Developer / Playtesting / Re: Cube World - Voxel-Based Exploration RPG [WIP] on: June 16, 2011, 12:23:41 AM
if you're going to model trees, may I recommend modelling in some thick roots for under the ground too rather than just have a flat bottom.
239  Player / Games / Re: duke getting hammered on gamespot on: June 15, 2011, 11:58:01 PM
I think the game deserves these reviews but it isn't fair that other, equally crappy games get away with it; this game is easily the equal of homefront or mirror's edge. I'd like to see more realistic reviews in the future, but I can't help but think that this is a one-off and that next month those reviewers will be back to giving forgettable, cookie-cutter games 7/10 as long as they came from a large publisher
240  Developer / Playtesting / Re: I did a game that will mindfuck you, and It's a square chasing a circle, lol. on: June 15, 2011, 05:17:56 AM
i got it, it made me smile, but I didn't try the game because I assumed it was going to be part of the joke
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