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361
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Community / DevLogs / Re: ¡Cacto Loco!
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on: July 16, 2013, 07:31:44 AM
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Is it? For some (weird?) reason I had assumed you actually don't have twin stick shooter controls in this one, that you either get to fire in the direction you're moving towards (possibly by tapping the fire button) or to keep firing in a direction while moving towards any other (possibly by holding down the fire button when you want to lock it in one direction). I guess some would find this annoying and pointlessly old school while others would enjoy the risk/reward ratio with momentarily moving towards an enemy that's trying to kill you just to aim towards it (or where it's going to be). Either way, this looks tighter than most twin stick shooters to me.
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362
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Community / DevLogs / Re: ¡Cacto Loco!
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on: July 16, 2013, 05:21:02 AM
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I like that limitation over having another "twin stick" type shooter that lets you move and shoot anywhere.
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369
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Community / DevLogs / Re: Soulstrand (tactical puzzle RPG?)
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on: July 15, 2013, 02:33:24 PM
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Yeah, that concept art is amazing, it wasn't done justice in the conversion to 3D, maybe you can try painting your textures in that style instead! Or changing your game to 2D isometric and using that art as is 
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370
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Community / DevLogs / Re: [PC] Titan: Dawn - A Sci-Fi RPG
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on: July 15, 2013, 11:14:14 AM
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I can't really put my finger on it, in the first one I guess it's the bloom but overall they're all kind of boring and give you time to see how low end the various assets are and don't really show how well developed and smooth the whole thing seems in actual footage with all the features on display (inventories etc), which I guess can't be helped, but still, I'm sure you can take some better ones!
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372
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Community / DevLogs / Re: [PC] Titan: Dawn - A Sci-Fi RPG
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on: July 15, 2013, 09:20:26 AM
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Screens seemed rough but it's nice in motion. Some of the environments remind me of system shock 2. Hacking is like a wholly different game too, I didn't think you'd put such effort in secondary systems.
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374
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Developer / Playtesting / Re: CRAWL: an arcade style dungeon crawler where your friends control the monsters
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on: July 14, 2013, 05:20:37 PM
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I have a suggestion, since you have elements showing inspiration from all sorts of games and personas (mario, zelda, gabe, dnd, etc), add something from Guardian Heroes, in the form of an arena pvp mode that lets players choose from any character encountered in the game so far (so, everyone after finishing it) in a free for all or team fighting setup. No need to care about balance, just for fun. Checking out how that game handled character levels and upgrades would be good too if you want such elements.
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378
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Community / DevLogs / Re: Mysterious Castle - For Windows, OSX, and iOS
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on: July 10, 2013, 02:34:43 PM
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So, the game's site has been down, unless it moved elsewhere without me noticing, are there any news for the Windows release of the latest version(s) yet? Unless you don't intend to develop that further and will stick with iOS only. Maybe you can give that version to those that paid for the Windows release if so, if they ask for it. Or did it not sell enough to warrant further support for any version? That would be pretty sad.
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379
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Community / Townhall / Re: Dubloon - A huge pirate RPG adventure
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on: July 06, 2013, 02:41:01 AM
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I finally replayed this with the intent to finish it and I'm stuck at the final (?) puzzle. The one that says to send your gaze far westward for the correct order. I've looked pretty much everywhere with the spyglass item and haven't revealed anything regarding that in the whole area, and of course I can't really leave this island and go back elsewhere at this point in the story either so I must be missing something here. Anyone? Edit: oops, figured it out, key word send! Clever! Completed it, best GameMaker game ever! 
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380
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Developer / Playtesting / Re: Odallus: the Dark Call /8bit Action Exploration Platformer with Dark Fantasy
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on: June 29, 2013, 02:50:41 PM
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I just got up to the demo's boss and got a game over on my first try, I had lost all my lives before that I guess. It's a nice game. I don't think any of it is unintuitive, bashing chests came naturally to me but I guess you could add a prompt when near a chest like you have the up arrow prompt to talk to the NPC. Sub weapons are simple and fine.
You might also want to add a casual gamer mode that gives you infinite lives (but doesn't alter anything else so you still have to actually beat a level/boss with some skill). Unlockables/scores etc could be disabled in that for incentive to get better in the normal mode (with the game making clear you miss out on those things when you start casual).
By the way, since you said it's level based, does this mean we'll have to get the power ups for every stage, or are those permanent? It might be annoying to hunt down the same items for the same purpose in every level. Or not.
Also, is it normal behaviour to retain power ups you got after the last checkpoint when you die and return to it? Is it like a respawn function? That might make my casual mode suggestion a bit too easy/exploitable.
Finally, the options seemed broken for me, I couldn't change any visual settings (like fullscreen or vsync) or remap the gamepad so I played with the keyboard, which I guess isn't so great for such a game.
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