|
461
|
Community / Townhall / Re: Loneliness: an experimental notgame (open source - FlashPunk)
|
on: September 08, 2010, 07:45:40 PM
|
See also A Day in the Life of Rod Humble Extreme HD Edition. On my first playthrough I thought that the metaphor is that whenever you try to get close to someone they always run away, but the speed of their flight and the fact that you're breaking up their cliques makes it feel more like they're fleeing in terror. Now I'm beginning to think that the player character is some outside force that actively seeks to split up social groups leaving the individual members broken and lonely. ...or he smells really REALLY bad Best theory so far.
|
|
|
|
|
463
|
Community / DevLogs / Re: Demolish
|
on: September 07, 2010, 07:27:04 PM
|
|
Looks good. I was about to complain about the wall jumping when I saw that you already changed it.
It'll be interesting to see how this can be made into a nice game.
|
|
|
|
|
469
|
Developer / Playtesting / Re: Doooors
|
on: September 01, 2010, 02:36:33 PM
|
|
Looks pretty cool, but I can't jump high enough to get the diamond in level 2. What do I do?
|
|
|
|
|
471
|
Player / General / Re: Christian Games
|
on: August 31, 2010, 05:12:47 PM
|
Who says Christians are out of their mind? You're arguing with most of America, there. But I haven't seen any good Christian games. The Bible just doesn't make a good video game. Can you say "flamebait"?
But we're civilized, right?
|
|
|
|
|
472
|
Developer / Audio / Re: TIGAlbum?
|
on: August 31, 2010, 02:01:59 PM
|
|
I'm not sure if I'm actually going to make a song for this. Do I have to part of the forum to contribute?
|
|
|
|
|
475
|
Developer / Playtesting / Re: Paddle Wars: Hit The Wall (prototype 3)
|
on: August 30, 2010, 07:16:28 PM
|
|
Well, first of all, if you want feedback, don't rant for a paragraph about it.
Second, have you changed anything with your game recently? The reason I stopped playing it was because the difficulty curve was too steep. The controls were a little too complicated and hard to use (particularly the gravity). And I just realized I never told you. Shame on me.
Anyway, if someone plays your game and doesn't like it for whatever and they offer feedback, they're not really going to want to play the game again until you change something about it. So your best bet is to update stuff to keep people interested. And if you feel like the game is done, then release it officially! And post it on a bunch of different forums and see what people think of it.
|
|
|
|
|
479
|
Community / DevLogs / Re: Gravitarium - My first game (now with demo)
|
on: August 29, 2010, 05:14:04 PM
|
|
OK, first of all, the graphics need work. That should go without saying.
The gameplay is pretty good. This game has great potential to be very frustrating, as one of the levels demonstrates.
I would fix up the presentation a bit; then it'll be easier to visualize more possibilities for the game.
|
|
|
|
|