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1411372 Posts in 69353 Topics- by 58405 Members - Latest Member: mazda911

April 13, 2024, 03:31:03 PM

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201  Player / Games / Re: IGF 2010 nominations on: January 07, 2010, 03:20:04 AM
I scored best in Visual Art and worst in Technical. Pretty reasonable, although interesting since I normally mostly get complaints from people concerning my "lo-fi" graphics... The feedback had a lot of spoilers in it, but I decided to censor the worst and post it anyway:
http://cactusquid.com/misc/tuningfeedback.rtf

I'll admit that the 5-minute game was http://www.atc-sim.com/ ... sorry, but I was afraid that if I played that game any longer I would suffer from some kind of mental disease.
Oh my god, I can see why Crazy

Looks like an instructions "game" for learning a new job, or something.
202  Player / Games / Re: IGF 2010 nominations on: January 06, 2010, 05:47:42 PM
I got the judges' feedback for my game just now. I'm pretty impressed. I actually got seven comments ranging from three sentences to almost full reviews (last two years I've had one or two comments). In total there were over 850 words in there Shocked

I'm glad I got such positive comments, but I guess you had to do a lot to be among the top scorers in any of the score based categories this year.

The only negative feedback I got was that I didn't include any means of level selection (although I did include a way to skip levels but forgot to mention it anywhere Facepalm). Probably wouldn't have made any difference in the end, but still.

Might be just because I finally entered a decent game that I got so many comments, but if that's not the case then the judging process does seem to have improved a lot.
203  Player / General / Re: eo-community: xerus and chevyray on: January 04, 2010, 03:17:41 PM
So, stating your honest opinion about someone on a closed forum to avoid drama like this is a bad thing? If you + chevy and xerus don't like each other, resolve issues between yourselves or stay away from each other. This is just embarrassing.

I believe the only reason they talked about you, was because you were mentioned in a topic discussing people that could be nominated for membership in the future, thus asking people about their opinions on the matter. It wasn't some topic where they trash talk people.

Poppenkast has a secret section where we do (amongst other things) talk about other developers without holding back. And I know there's a few more invite only forums out there. If you get into conflicts with other people, you should expect that they (at least if asked) will say bad things about you.

PS. I like both chevy and xerus, and I am a member of the eocommunity.
204  Developer / Playtesting / Re: Star Guard (0.97) on: January 03, 2010, 10:11:44 PM
Congratulations Beer!
205  Player / General / Re: What are you listening to at the moment? on: December 30, 2009, 09:48:40 AM




206  Player / Games / Re: New independent retro-style "shmup" in advanced development on: December 30, 2009, 09:34:58 AM
It does indeed look very euro trying to be j. I pretty much agree with everything Derek said.

I personally prefer japanese style over euro... The things I disliked the most:
- Generic ship designs
- Slow, boring or weird movement patterns for enemies
- Uninteresting bullets (varying the shapes and types is good, big, small, long, laser beams, big laser beams)
- Unaesthetic bullet patterns (the bullets almost never form an interesting shape or pattern)
- Lack of phases (The ship moves constantly up to the boss, and the enemies keep on coming at the same pace the whole time, the boss does have a few movement patterns, but they are stiff and kinda boring, not "blow up the small cannons, and a hatch opens and brings out the awesome mega cannon" or "watch out! he's about to ram you!")
- Most of the graphics do look good in the screenshots, but they aren't implemented very well

- Menus and intro lacked appeal for me completely

I'm sure euroshmup fans will love it, though. And it does have the potential to be something I'd love too.
207  Developer / Playtesting / Re: This is Infinity on: December 19, 2009, 06:11:50 AM
Quote
I think a bit more feedback that you're doing the right thing would be helpful in that level.
The game doesn't tell you anything at all , maybe cactus meant to give the "lost" feeling to it , but still confusing.
I did mean to give players a feeling of being completely lost, but I was hoping that they would figure out what to do before they quit the game Droop
208  Developer / Playtesting / Re: This is Infinity on: December 18, 2009, 11:01:30 AM
Seems like the game is a bit too abstract for most people, so... Here's an explanation and a walkthrough:
http://cactusquid.blogspot.com/2009/12/explanation-of-this-is-infinity.html

Hope this will let more people enjoy the game Who, Me?
209  Developer / Playtesting / Re: Apocalypse Adventure on: December 15, 2009, 12:36:17 AM
It's cool. I liked the inventory system, and it felt like a fairly polished game. How long does it take to find a gun? I died before I could find one Cry
210  Community / Creative / Re: Cactus ain't got nothin' on me on: December 14, 2009, 06:51:41 AM
Nice Smiley A few of these look quite interesting. Neurotic sounds like a good idea for a game. And Killgore has pretty nice graphics, but it doesn't look like you got very far with the game before you abandoned it.

Looks like you've finished a few of your projects as well Hand Thumbs Up LeftWink

Not that I'm comparing dicks or anything, but Cactus only has 39 games listed on his website, and I've got 40 games listed here. So, maybe he's got me beat on finishing games, but I can start making games like nobody's business!!
Haven't updated my game list in a over a year, I should really get around to it Droop
211  Developer / Playtesting / Re: This is Infinity on: December 14, 2009, 05:57:26 AM
I beat it...!

I think this is a really fantastic idea. In places, it's executed to its full potential, while in others it could do with some more work. For a 36-hour job it's very impressive.

(sort-of spoilers)

Level 1* was my favourite, the way it seems like abstract noise at first glance is very enjoyable.
Level 2 tried my patience a bit. I think it would work better with maybe half the number of items to collect. Also, I got the impression that the walls in level 2 didn't kill me, whereas those in level 1 clearly did.
Level 3 I didn't really understand, except that I wasn't allowed to move while the blocks were moving.
Level 4 was frustrating, I worked out what I had to do fairly quickly but it was very hard to do it because the target sphere is so small, and if you look above or below yourself to see where it is, you're likely to get disoriented.


The final scene, with the ladder, was very compelling. It was a shock when I looked down and realised that I couldn't even see the ground any more. However, I think the text at the end detracts from the experience rather than enhances it. It's jarring because the rest of the game is completely non-verbal (except for the 'CAT').

*Assuming that the open field sections aren't counted as 'levels'.

Glad someone figured it out haha. I didn't realize I should've said that the game requires a bit of patience and deciphering to get through. Basically, don't move around too much if you don't see where you're going. Try to look around and see if you can figure out what's going on in each level if you feel stuck. There's details in each level that tells you what to do.

You can actually pick to play the levels in whatever order you want. And I agree about the text, and that some levels were kinda rushed. I actually had a really cool puzzle planned that I didn't have time to finish, that would've replaced your "Level 2".

There was also supposed to be a vague story in the game, where more text would appear onscreen, but I didn't have time to implement it well enough. I'm not sure if it's a good or a bad thing.
212  Developer / Playtesting / This is Infinity on: December 13, 2009, 08:38:27 PM
THIS IS INFINITY

A very abstract game about exploring rules, graphics, goals, behavior and interaction. Created for Ludum Dare 16 with the theme "Exploration". Made in about 36 hrs... I started kinda late and finished late as well.





<- Semi-spoiler trailer

>>>>> http://cactusquid.com/games/infinityv101.zip <<<<<

WASD + Mouse


Is the game too hard?
http://cactusquid.blogspot.com/2009/12/explanation-of-this-is-infinity.html
213  Community / GAMMA / Re: Fighter on: December 11, 2009, 02:20:58 PM
looking good dude  Hand Thumbs Up LeftDroop
214  Community / GAMMA / GAMMA IV - The Game on: December 10, 2009, 05:01:00 AM




215  Player / General / Re: What are you listening to at the moment? on: December 09, 2009, 02:42:40 AM
Liars - Scissor
216  Developer / Playtesting / Re: rComplex on: December 07, 2009, 03:38:16 AM
Just saw clips of the game on ByteJacker. Looks sweet, too bad it doesn't work on my computer Cry
217  Developer / Playtesting / Re: Project Stormos and Portfolio on: December 03, 2009, 03:34:19 AM
Praise: Cool game concepts. Goliath looks like it could be a lot of fun and has a pretty cool looking boss. Stormos seems to have fun gameplay and levels that are pretty well designed around the mechanics. The UT3 level seems pretty nice as well, though I have nothing to compare it to since I haven't played the game.

Criticism: Color choices. A lot of the colors are very saturated, and there doesn't seem to be much of a thought behind the palettes you use. The graphics don't mix together as well as I would've liked and don't create a very coherent style. Stormos seems to be very low on animations, and the level design seems to be designed more towards being fun to play rather than pleasing to look at. Your view of the levels looks like it could also be slightly too limited. Your website is kind of ugly. Red text, font choice, alignment, everything kinda looks slightly sloppy (same thing in Goliath) except for the consistent header pictures up top.

Hope you see that I'm trying to be constructive in my feedback, and that I don't come across as a jerk.

Keep up the good work Beer!
218  Developer / Playtesting / Re: defect on: November 25, 2009, 09:59:14 AM
Ran at 5 fps on my computer Who, Me?
219  Developer / Design / Re: So what are you working on? on: November 22, 2009, 04:06:23 PM

>>>>>>>blog.cactusquid.com<<<<<<<
220  Developer / Design / Re: So what are you working on? on: November 20, 2009, 01:20:46 PM

>>>>games.cactusquid.com<<<<
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