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461
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Community / Townhall / Re: Hotline Miami
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on: October 25, 2012, 09:40:58 AM
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I've seen other people mention the stealth level was bad and what not but I guess I don't even remember it. Which chapter was it in so I can try it again and remind myself of this bad spot among the goodness?
Edit: oh, I remember, it now. I guess that was meh for sure, but so forgettable once you get back in. And short.
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462
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Community / Townhall / Re: Hotline Miami
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on: October 25, 2012, 09:34:08 AM
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I think I've finished it outside secret stuff it may have. I only encountered minor bugs, a few crashes. Overall, it's a great little game.
I think the only other issue I had was certain bosses could do with being less trial and error style and tougher within the normal game play parameters. The game was too easy overall, though I did die quite a few times. But if it was too easy for me I imagine for others it's a cakewalk as I'm not that great of a gamer in such twitch games, I think I haven't finished any Mega Man except 2.
I hope they make an expansion. A sequel would be great, but I want more soon! Maybe launch an editor then do a sequel.
I loved the game as it is but a sequel will hopefully be a little more polished, with a little more involving AI, gameplay, options and what not. It would perhaps change the pace and style a bit too much (or maybe optionally do so, for example people taking a stealthier approach would make for a far slower game but you could still mix it up or go all out with skills suited to that style and still own) but hey, we'll have the first game's expansion/custom levels for the original feel, why shouldn't a sequel offer a similar yet very different experience? It could even be called something else, not HOTLINE MIAMI 2.
Suda51 should play this, I got a No More Heroes vibe from it. Great stuff. Maybe he'd play it if they sent him a nice boxed copy.
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464
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Community / DevLogs / Re: RogueLegends (Major updates)
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on: October 25, 2012, 06:56:35 AM
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Probably best to let praise come from others, not yourself, it just comes off as obnoxious.
Maybe post on rogue-like fan sites too, they're pretty niche regardless of graphics overall.
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466
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Community / Townhall / Re: Hotline Miami
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on: October 23, 2012, 11:42:50 AM
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The game is pretty sweet so far, I've played the first few levels, it can be hard too, the enemies don't kid around once they're aware of you (outside standing around looking for you if you retreat/hide that is) and basically move the way you do.
I think Suda51 should play this, for whatever reason it reminded me of No More Heroes since the first media in some ways.
Game controllers are probably bugged at the moment. You can enable the 360 pad in the options but only the << button works as "back/exit" and the left analog stick, I couldn't confirm a choice to actually start the game or anything.
Still, it seems to be more suited to WASD + Mouse like various arena shooters are anyway. It controls like one.
I also have a small issue with installation on Steam, the game works but every start up it tries to install like it's the first start up because I already have a newer distributable of whatever (the Visual Studio thingie I think) so it errors out instead of complete.
Overall it's trippy. It's not disturbing or anything yet, but it may become so later on, once things get clearer (or less clear).
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470
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Community / DevLogs / Re: Dungeon Dashers - Multiplayer Co-op Dungeon Crawling
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on: October 22, 2012, 07:18:50 AM
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This looks really nice but is there some technical reason such rogue-like games can't have point & click controls like, for example, Mysterious Castle? I find that more convenient and it helps the presentation of the game. Forgive me if you've already implemented it, I'm just going by the video in the first post. Other than it, great!
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473
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Community / DevLogs / Re: Multiplayer Tactics Game - Telepath Tactics
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on: October 22, 2012, 04:38:44 AM
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This looks incredible, even though I also tend to dislike the full top down view, I don't in this case. But I'm a bad tactician so I probably wouldn't get much enjoyment out of a multiplayer only game like this. Maybe in the future you'll make a single player SRPG with the engine and graphics, something akin to Fire Emblem, Shining Force, or Final Fantasy Tactics, Tactics Ogre, Vandal Hearts, or whatever. Or maybe something like fantasy X-COM. Please. Will buy  Edit: I just read that post where you discuss player created custom campaigns. So I take it there's single player as well despite the thread title? Sweet! I should read more carefully next time.
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476
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Developer / Playtesting / Re: Antharion - Indie RPG
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on: October 19, 2012, 01:14:39 PM
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I don't care for the graphics (though I'd like to see the HUD improved, the rest could grow on me, it's certainly not bad or off putting) but overall it looks like something I'd play if the story, world and battle system are great. I'd like to see the point & click controls and camera movement more like the two most recent Spiderweb games (they're kind of like the classic Infinity Engine games, but I mention Spiderweb because they're also turn based and there are demos available) if possible though. Right now they seem more like the early Spiderweb games with jumpy per tile camera movement and stuff, which I find annoying so a change would be sweet, if possible. Anyway, it appears to be a very well realized concept already, I'll be watching for it.
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Community / Townhall / Re: Dubloon - A huge pirate RPG adventure
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on: July 07, 2012, 01:25:21 PM
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I just started playing this, I'm up to the part where you play as the kid (and the shocking surprise!) and it really feels like a commercial product of the late NES or early SNES era, Mother style, with all the polished little sub systems, from the drag and drop to use the items to the various mini games that enhance the battle item strength. Congratulations, you're a great developer. I think the only annoyance I've encountered so far is that the various map exits are beyond the screen so you have to move there with the keys as you can't click outside the screen, which forces you to change control scheme if you prefer the mouse (which I imagine most do as you have to use it for the interactions anyway). Maybe you could make the exit transitions at the edges of each map for the commercial sequel I'll be buying (make it so!) as they are when there are visible doors/gates and the like as in the dungeons which are easier to navigate through for that reason! What else have you made?
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Community / Townhall / Re: Mysterious Castle, Tactics-Roguelike for Win, Mac, iOS
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on: March 06, 2012, 04:24:07 AM
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I believe it's the mini map is why I told you to check that post again, mentioned it the other day, been playing with no crashes since I disabled it. Edit: you're right, it doesn't crash in OGL with the mini map on either. Pretty much no big issues remaining then, for me. That's weird though, I was fairly certain I had tried that setting before and still got a crash, perhaps that was a fluke or for a different reason...
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