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Community / Cockpit Competition / Re: Emoticubes
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on: March 17, 2009, 08:36:51 AM
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The Enrichment Center reminds you that the weighted companion cube will never threaten to stab you and, in fact, cannot speak.
 That is all.
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Developer / Design / Re: Let`s imagine the most enraging game ever !
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on: March 07, 2009, 09:24:40 PM
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Now, all of these things would certainly make a shitty game, perhaps even a frustrating one. However, to make the game truly infuriating I thing you have to want to play it on some level. So, along with all the features listed in this thread, I think you'd have to cap it off with an incredibly compelling story, and ground-breaking gameplay (think Dwarf Fortress but even more unruly).
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Developer / Art / Re: Atmospheric Games (image heavy!)
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on: March 07, 2009, 12:04:10 AM
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Condemned 2: Bloodshot was very good at drawing you in, and then screwing with your mind. Much of the immersion was from sound design, but it was no slouch graphically.  
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Player / General / Re: Help me do science
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on: March 06, 2009, 11:48:39 PM
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I don't know if it's been mentioned, but the many instances of Engrish in old-school games are hilarious. I'm sure you've all heard of "All your base" and "I am sleep".
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Community / Cockpit Competition / Re: The Marvelous Hot Air Balloon
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on: March 06, 2009, 11:40:27 PM
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That image is saved so hard, you have no idea. Now you just have to make a game that lives up to it. If it is infused with the same charming wit that is displayed in this delightful pamphlet, then I will consider the task accomplished. 
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Community / Cockpit Competition / Re: EliminH8 - The Tunnel (now with demo)
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on: March 05, 2009, 11:44:12 PM
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The upgrades could use a bit of tuning, but only a tiny bit. It was really easy to get upgrades to start with, but it jumps up in difficulty so much when the ships get stronger that it becomes incredibly difficult to get upgrades. I would suggest either making more of the upgrades count towards rate of fire and making them slightly more powerful, or making the upgrades for more difficult enemies more powerful. As for the aiming reticule, I don't think you need one. What you should do is make the cockpit more prominent so you can use the vertice in the middle of the screen as your crosshairs in the heat of the moment. I managed to do it early on, but it tends to fade into the background with all you've got going on in the graphics.
Aside from those quibbles I'm really digging it so far. This is the only game (so far) that I've been interested in enough to download the demo.
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