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81
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Developer / Playtesting / Re: Terra Zone - Game about survival and adventures
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on: September 01, 2013, 05:08:09 AM
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It would be nice if you detailed exactly what makes it different to Minecraft considering the screens don't do so. I mean, I guess some people might have said this about Cube World, but then found out it doesn't even have mining and is instead a combat heavy action RPG with quests and things so clearly it's different. What of this?
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84
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Community / Townhall / Re: Gravitum Finally Live
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on: August 31, 2013, 03:12:28 AM
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Pretty neat take on the genre, it looks good and plays well.
Sometimes it seems unresponsive when I have to switch gravity on a very tiny platform and I end up falling off it even though I feel certain I pressed the button in time, while the longer "jumps" are quite hard to judge and annoying when you miss them.
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88
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Community / DevLogs / Re: FarSky
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on: August 30, 2013, 07:04:40 AM
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Well if the problem is with MSI rather than your game then you don't need to worry about it I guess.
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90
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Community / DevLogs / Re: FarSky
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on: August 30, 2013, 03:12:44 AM
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Great new approach, I was worried when you mentioned removing the power off rather than expanding on its use but it seems you had good things in mind! Edit: cool stuff, feels much better yet simpler, though, is the terrain randomly generated? Because I went down deep to get a third item and I died, but after a point I just couldn't go back up after my helmet cracked, there was no slope, just a cliff. Unless there's a slope elsewhere that I could have gone if I explored further it's probably a bad idea to not give the player room to correct his mistake of venturing too far. Also, it's still not possible to capture stuff in fullscreen, I tried to do a gameplay video in this new version from the start to the point I died and it too came up black except the menu cursor.
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92
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Community / DevLogs / Re: M.A.V. - Lego + Mechs = Modular Assault Vehicle
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on: August 29, 2013, 08:35:02 AM
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I tried to check out the latest alpha and it seems completely broken. I went to the arena, auto generated a mech yet clicking deploy did absolutely nothing, I couldn't exit the screen either. Retrying this a few times it then went to the world map, I selected an area to deploy to and it just stayed there at a black screen with some GUI elements left over from the map. i7 3770K, 7970 OC, Win 7 64bit, just got the latest version minutes ago.
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94
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Community / DevLogs / Re: Sky Hawks Dev Log
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on: August 28, 2013, 04:01:54 AM
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Looks neat but maybe try making some of the levels not have the same orientation as your ship's scrolling. Just rotate them a little so that you go above angled roads and buildings and such, not only over straight lines, it should give it more depth and a unique look. If you're up for it the background doesn't even have to follow the scrolling pattern of the ship but twist and turn and rotate on its own. Check out Ikaruga videos (not that a single person could make something of that quality, just for inspiration and ideas).
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95
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Community / DevLogs / Re: ENYO - Arcade 2D
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on: August 27, 2013, 05:17:26 PM
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Your teasers are intriguing, you've said and it's obvious however that they don't necessarily show off the game but your artistic expression so, I think you'll have more comments on this particular forum when you can show what people will be playing in more conventional ways. Maybe. I don't have an artistic mind 
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96
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Community / DevLogs / Re: Enhanced Wars - turn based, multiplayer strategy (PC/Mac/Linux)
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on: August 27, 2013, 04:49:47 PM
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Competitive turn based strategy as a passive transformers explosion fest. Well, that's one comparison, I guess. Perhaps someone didn't go past your signature graphics to even realize the genre of the game? Oh well. There are plenty Advance Wars (casual and hardcore) or general strategy fans that may lap this up if you get lucky (let's face it, success isn't only about quality) so don't let pretentious judgmental comments put you off so early, especially those that offer no constructive criticism whatsoever, though you should certainly be ready to accept failure (which would however not validate such comments). It might have been wise to go for a lesser goal that would allow you to finish a polished game then add things like extensive unit variety and special abilities as possible stretch goals (or even expansions down the line if the game sells after the fact), but I suppose it's a little late for that and hey, maybe the game you have in mind just can't be what you want without those so that can't be helped. You may also want to add mobile platforms (or note if the browser version will at least work on them) as I understand there are quite a few fans of board/turn/card based games on those. Good luck. You're off to a pretty good start with that inching towards ~10% I think, hopefully you'll get some coverage on certain big websites that will boost you and have some good updates planned to keep discussion going. You might have to actually exploit names like Advance Wars more to get people to understand where you're coming from but oh well, it's been noted your game isn't a mere clone so don't let that bother you too much. Keep it up.
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98
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Community / DevLogs / Re: 42 Stories
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on: August 27, 2013, 08:08:00 AM
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Ι was hoping for an inventive adventure game with that name and title art but this could still be pretty awesome!
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