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1411258 Posts in 69320 Topics- by 58379 Members - Latest Member: bob1029

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81  Developer / Playtesting / Re: Doppler - rogue clouds, suspicious 'puters, and SCIENCE on: September 14, 2011, 03:42:17 AM
hey, just noticed you're on the PC GAMER blog Smiley
http://www.pcgamer.com/2011/09/11/this-weeks-best-free-pc-games-16/
82  Developer / Playtesting / Re: Pineapple Smash Crew on: September 10, 2011, 05:43:22 PM
here's a first draft of the splash screen.. would love some crits!
(the camera moves around a bit and the logo periodically pulses)
83  Developer / Playtesting / Re: Panzer Radio [Beta 1.0] on: September 09, 2011, 05:07:35 AM
ahaa, nice one mouse support is already in. You're right, all it really needs then is a simple highlight of click-able items Smiley
84  Developer / Playtesting / Re: Panzer Radio [Beta 1.0] on: September 08, 2011, 04:28:29 PM
pretty cool!

here's my thoughts: (sorry im about to go to bed so I'm being brief)

I didn't understand the differences between all the materials. ok some are stronger than others, but I really think you could boil it down to 3 at most- weak medium strong for example

I noticed some stages didn't give you any materials? I think each and every stage should have a puzzle about where to put blocks, and ideally not just one solution.

I felt some levels I could get the switches quick then I had to spend a long time hiding from bullets.. I reckon it should be more like, once you have the radio on stay alive another 10 seconds or something, rather than 40 in some cases

it's not obvious at first that you'll pass straight through the switch and radio blocks. they look like solid blocks

winning or losing the level should probably take you back to level select, not the splash screen

at least 1 more music track would be appreciated, so you can alternate music between levels and get a bit of variety Smiley. I like the track it just gets samey

if I think of anything more I'll come back tomorrow Smiley
I think all the elements of a good game are in place, they just need some tweaking and streamlining. nice one!
-rich

PS, i know it's built to support a joystick, but adding mouse support would really speed things up- it's just the easiest way to use an editor like that. I'm sure you could have it work both ways.
85  Developer / Playtesting / Re: Does this Trailer look ok? on: September 08, 2011, 06:46:16 AM
another thing, 'rinse and repeat' isn't something I consider a good thing to say about your gameplay. I expect to read something like that in a review criticizing a repetitive game
86  Developer / Playtesting / Re: qb - 3d puzzle game on: September 07, 2011, 04:41:21 PM
This seems very similar to the hacking mini-game in Bionic Commando Rearmed:




no kidding. you could have at least done something else with the graphics
87  Developer / Playtesting / Re: Things Fall Down: Looking for some feedback on this casual platformer on: September 06, 2011, 07:01:39 PM
just one thing about the enemy designs, the first time I saw one I tried to jump on it's head and died. They don't look dangerous, so it seemed like I could bash them. i think a spiky hat or something would help convey the 'touch and you die' mechanic you have. (but, I think killing them with a bounce is a good idea)
88  Developer / Playtesting / Re: First Person RPG on: September 06, 2011, 04:43:13 AM
i love the unfiltered texture look- I'm not sold on the outlines yet, but maybe it's just the scene you're showing. have you considered tinting the outlines a darker shade of the object colour?
89  Developer / Playtesting / Re: Doppler - rogue clouds, suspicious 'puters, and SCIENCE on: September 06, 2011, 04:36:38 AM
I like it!

I wondered, maybe the wind can affect you at all times (like the gale, but less so). So you can still dash against the wind, but if you go in the wind direction you still get a little boost compared to otherwise. Since the free-dash makes the game slightly easier, maybe that would balance it a little back the other way

I'm just thinking out loud there, if it sounds over-complicated feel free to ignore Smiley

congrats on the indiegames mention!
90  Developer / Playtesting / Re: Doppler - Meteorology Made Easy on: September 05, 2011, 01:22:05 AM
Hi! i loved it, really charming little game Smiley great artwork

while I was playing, I did have to remember to use the umbrella, I think it's maybe not quite as central to the game as possibly originally intended?

I wondered, maybe if the wind changed more often, and there was a stronger indication of it (i mean, particles more prominent, or moved faster) I might use it more? (the compass is useful but I don't feel it always gave me an instant idea which way I'd go, because it's quite a small element in the bigger picture)

there's one alternate idea I had, which you may hate, but what if the umbrella could take you in any direction but if you use it too much it turns inside out and can't be used for a while.. I know this goes well against the idea, but I wondered if it'd be fun for gameplay.

anyway, all in all it was a challenge but I managed to comfortably complete it, which I think is what you want in a game like this. Enjoyed it a lot!

PS, i think you should make a more exciting tagline Wink like: clouds may crush you! or, er something.
91  Developer / Playtesting / Re: Doppler - Meteorology Made Easy on: September 04, 2011, 04:15:37 PM
looks amazing! gonna check it out tomorrow morning
92  Developer / Playtesting / Re: Wiretune world! - A wireworld rhythm programming game on: September 02, 2011, 11:05:31 AM
hmm, i could run it I just didn't understand how to play it :/

I think the first level should be made super obvious with instructions how to solve it.. just so you can get the idea of what to do
93  Developer / Playtesting / Re: Pineapple Smash Crew on: September 01, 2011, 06:10:23 AM
check it out! Pineapple Smash Crew is going to be down at the Indie Arcade in Eurogamer Expo 2011 :D http://www.eurogamer.net/expo/whats-on/#indie-arcade

hope to meet some of you guys there Smiley
94  Developer / Art / Re: show us some of your pixel work on: September 01, 2011, 03:41:10 AM
I love that!
95  Developer / Playtesting / Re: Pineapple Smash Crew on: August 31, 2011, 02:59:35 PM
thanks all!
ithamore: hmm, yeah I see where you're coming from, but it might end up sacrificing the readability of the 'pineapple'. I'm happy you recognise the brainsplode influence!

Incidentally, how many people make the connection between pineapples and grenades? I chose the name mainly because it stands out, but also the old mk2 grenade from ww2/vietnam was sometimes nicknamed a pineapple because of the fragmentation pattern on it.

I forgot to post the updated logo in here!

96  Developer / Playtesting / Re: Missile Defence on: August 31, 2011, 09:28:45 AM
I think you should add a reload wait to your 'gun', so you can't just mindlessly clickclickclick Smiley would add a bit more challenge
97  Developer / Playtesting / Re: Against the Wall - First Person Platformer - Alpha 0.3 on: August 30, 2011, 08:56:59 AM
sounds good Smiley

btw, the cursor shader sounds nice but for now all you need to do is make it darker, and maybe a touch larger. Most of the time you're looking at white or light coloured stuff. looking forward to updates!
98  Developer / Art / Re: show us some of your pixel work on: August 30, 2011, 06:12:39 AM
cute!
99  Developer / Playtesting / Re: Against the Wall - First Person Platformer - Alpha 0.3 on: August 30, 2011, 05:32:13 AM
I think it's pretty engaging, I like it Smiley I would like some mouse sensitivity option if possible tho, it was a bit high for me.

other request is a bigger or different colour aim cursor Smiley it's white, the blocks are white.. sometimes it's hard to make out.

I find it has the same sort of appeal as a game called polychromatic funk monkey by farbs.

my only thought is I'd like to have to put more effort into picking my route. Right now I feel like I can more or less just go up and then if I get stuck just go sideways till I can go up again. I'd like to be studying the wall above me more for the best route. I think immovable blocks mixed in would help this, but maybe you could also have some special blocks which aid you too, so you tend to aim for those. eg, one which if you stand on it it floats you upwards on a wind stream. so you have things to avoid and things to go towards

PS: have you thought about making it : left click = pull out, right click= push in?
because I think this would solve some frustrating 'didn't mean to do that' type moves. as much as I love one input. Or alternatively double click to push in, or hold the button for a moment
100  Developer / Playtesting / Re: Cube World - Voxel-Based Exploration RPG [WIP] on: August 29, 2011, 04:01:27 PM
i love how this is turning out!!

when do we get a demo :D I want to see more of those level-smashing ogres
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