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82
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Developer / Playtesting / Re: Pineapple Smash Crew
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on: September 10, 2011, 05:43:22 PM
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here's a first draft of the splash screen.. would love some crits! (the camera moves around a bit and the logo periodically pulses) 
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84
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Developer / Playtesting / Re: Panzer Radio [Beta 1.0]
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on: September 08, 2011, 04:28:29 PM
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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  . I like the track it just gets samey if I think of anything more I'll come back tomorrow  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.
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85
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Developer / Playtesting / Re: Does this Trailer look ok?
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on: September 08, 2011, 06:46:16 AM
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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
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86
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Developer / Playtesting / Re: qb - 3d puzzle game
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on: September 07, 2011, 04:41:21 PM
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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
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88
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Developer / Playtesting / Re: First Person RPG
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on: September 06, 2011, 04:43:13 AM
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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?
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89
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Developer / Playtesting / Re: Doppler - rogue clouds, suspicious 'puters, and SCIENCE
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on: September 06, 2011, 04:36:38 AM
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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  congrats on the indiegames mention!
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90
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Developer / Playtesting / Re: Doppler - Meteorology Made Easy
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on: September 05, 2011, 01:22:05 AM
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Hi! i loved it, really charming little game  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  like: clouds may crush you! or, er something.
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95
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Developer / Playtesting / Re: Pineapple Smash Crew
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on: August 31, 2011, 02:59:35 PM
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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! 
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96
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Developer / Playtesting / Re: Missile Defence
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on: August 31, 2011, 09:28:45 AM
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I think you should add a reload wait to your 'gun', so you can't just mindlessly clickclickclick  would add a bit more challenge
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99
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Developer / Playtesting / Re: Against the Wall - First Person Platformer - Alpha 0.3
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on: August 30, 2011, 05:32:13 AM
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I think it's pretty engaging, I like it  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  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
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