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Developer / Playtesting / Re: City Stack
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on: April 23, 2020, 01:37:04 PM
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Same here, got the black screen after Unity load, and my CPU fan started blowing hard. Infinite loop on startup?
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Developer / Playtesting / Re: Battleship Solitaire - mindless podcast companion
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on: July 23, 2018, 07:57:46 AM
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Thanks guys - appreciate the feedback!
@tomgcoleman - Error free mode would be tricky because you have to click to cycle thru water / boat / blank, so there'd be intermediate error states. Shouldn't be any puzzles with multiple solutions though - if you're seeing those make sure to check that no boats are touching, even diagonally, and that any revealed boats keep their particular revealed shape (boat end vs. boat middle etc.). If all those are kosher and you still found an alternate solution let me know, that would be a bug (there's a bug reporting thing under the gear icon).
@Luminous - yeah, good point, part of the fun is figuring out the strategies yourself. And yes, hard mode just serves more difficult puzzles, although like you mentioned there's a lot of variation in difficulty. Some puzzles you have to try 5+ different alternate solution paths, each with sub-paths, some just require some careful reasoning in one or two places about where the largest boat can go. I should maybe sort those puzzles into medium & hard, or make the "hard enough" filter a bit more strict.
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Developer / Business / Re: Reflections on indie game development in 2018 - did I just waste 3 years?
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on: February 09, 2018, 06:13:22 PM
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Thanks Grhyll - sorry to induce serious depression  . I've gotten a lot of feedback on the article throughout the day today and there definitely seems to be a consensus about the main character and the visuals needing a lot of work, like you're saying. The art that's there was always somewhat temporary (I was focused on programming / gameplay / playtesting throughout most of the project so far).
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Developer / Playtesting / Re: Infinitroid - roguelike alien platformer
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on: July 23, 2017, 10:20:09 AM
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Hey guys - it's been a while, sorry for not keeping this thread up to date. The game's now at version 0029, with lots of new rooms, items, mechanics & bugfixes:  Just launched a big website revamp too - it's got a blog now for following updates, a forum for feature requests / bug reports / general discussion, and lots of other little odds and ends: https://infinitroid.com/ https://infinitroid.com/blog https://infinitroid.com/forumI'll try to update this thread too when new game versions go up. If you have any trouble, or any feedback on the game in general, let me know!
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Developer / Playtesting / Re: Infinitroid - roguelike alien platformer
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on: March 23, 2017, 10:02:31 AM
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Another update, version 0026: https://infinitroid.com/I added in-game story points throughout the world, communications with the alien consciousness. Also shortened the intro story pretty drastically and punched it up a bit. Really unsure about whether this story stuff is any good but I guess I'll put it out there  . Also some other little fixes/improvements - optimizied title screen shader, beveled hitbox corners for tiles, enemy-chunk slowdown fixes, some physics optimization, and world gen bugfixes.
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Developer / Playtesting / Re: Infinitroid - roguelike alien platformer
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on: March 02, 2017, 12:58:49 PM
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New version up: https://infinitroid.com/I added a title screen and main menu with a spinning raytraced planet that has randomly morphing landmasses and colors:  On WebGL there are some line artifacts unfortunately, something to do with precision of linear texture filtering that I couldn't quite solve and gave up after an hour or so. DirectX/OpenGL native versions don't have the problem so I'm not too worried about it. Also added title music - I like it but I'm not sure it totally fits, a little too serious/dark maybe. Curious what people think. Also some small gameplay refinements. I want to add a teleporter system next to ease backtracking, as well as flush out the in-game story. @Enrik: I tweaked the difficulty a little bit, giving higher odds of damage-increasing upgrades early in the game, to hopefully give an early taste of the upgrade system to new players. I decided to keep 2nd slot lock for now but like you're saying we'll see how new players do.
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Developer / Playtesting / Re: Infinitroid - roguelike alien platformer
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on: February 25, 2017, 10:02:00 AM
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Thanks Enrik, I appreciate the detailed feedback - hope DeckKnight is coming along good.
For the weapons thing, do you mean the locking of the 2nd shot type slots? Or just that you saw less fire/electrical doors or blocks on later playthrus?
I'm debating if the 2nd shot-type slot should start locked, it solved a nice problem of being able to give the player multiple shot-type parts early without the weapon becoming OP. But I wonder if it limits the variety and possibilities of the weapons too much in the early game. New players might not get a sense of the types of things they can build, and it's important to show that off early I think. I might allow 2 shot-type slots initially, with the 3rd unlockable after a later boss. It'd make the game easier early on, but I could ramp up the difficulty accordingly as the game progresses.
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Developer / Playtesting / Re: Somewhere on Zibylon - sci fi puzzle-stealth
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on: February 06, 2017, 09:19:45 AM
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Sure - it's an older laptop, Asus A53SV. Intel Core i7 2670QM with onboard video (Intel HD Graphics 3000) and also an external card (NVidia GeForce 540M) that I can choose between when I run a program. 6GB RAM and 1920x1080 resolution (I eventually ran it windowed at about 720p and it was a solid ~60fps on the NVidia card). Not sure how old of computers you want to support, this one's about 5 years old. I like using a bit older hardware to encourage me to keep things optimized & compatible.
If you haven't seen it already the site fiverr.com is nice for hiring game testers - I got some helpful feedback from people on my game there, it's amazing how many things I thought were obvious that were actually confusing.
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