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221
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Developer / Playtesting / Re: Lothar's War
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on: July 05, 2011, 09:51:45 AM
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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.
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224
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Developer / Playtesting / Re: [WIP] Omnicron
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on: June 29, 2011, 03:09:40 PM
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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.
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225
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Developer / Playtesting / Re: Terraria / Zelda style platformer
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on: June 29, 2011, 03:03:56 PM
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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.
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227
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Player / Games / Re: Video games get protection via first amendment rights
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on: June 29, 2011, 04:00:27 AM
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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?
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228
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Developer / Playtesting / Re: Dungeonesque - A game I've just put on hiatus
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on: June 29, 2011, 03:32:18 AM
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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
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231
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Community / Indie Brawl / Re: Indie Brawl: Support Characters
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on: June 24, 2011, 12:58:53 AM
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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.
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233
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Community / Indie Brawl / Re: Indie Brawl: Support Characters
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on: June 21, 2011, 04:03:27 PM
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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   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
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239
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Player / Games / Re: duke getting hammered on gamespot
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on: June 15, 2011, 11:58:01 PM
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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
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