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Community / DevLogs / Re: Unity runner
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on: December 13, 2016, 09:04:16 AM
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That's weird, I don't have any problem downloading it...does it happen if you try again? Maybe dropbox was having a temporary issue with their https certificate.
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4
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Developer / Playtesting / Re: Frickin' Laser Beams - my LD48(72?) entry
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on: August 23, 2011, 12:21:35 PM
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I played 5 levels or so, liked it! For some reason it's fun just moving the guy around. I always get confused by diagonally aligned arrow controls though, it might help if you had an image on screen of the arrow keys / wasd keys rotated to point in the direction of the grid. I stopped playing because the levels seemed alike.
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Developer / Playtesting / Re: Seizonrenda
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on: May 15, 2011, 01:28:26 PM
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I checked out the trial, thought it was pretty good but not polished enough to want to play more than the 5 minute time limit. More visual detail would help, for example you should definitely have some kind of awesome outer space background instead of plain black, animated models would be nice, could do more with lighting & the surface of the moon, etc. Gameplay-wise the enemies don't seem to have that much distinction, seems like there were no powerups, no big events broke the flow of normal play. So, I think it's too basic to play for long, but that it's a good foundation to build on.
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Developer / Playtesting / Re: Hack, Slash, Loot, Beta
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on: May 03, 2011, 11:38:52 PM
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Ran with no problems on Win7. I think usability is the strongest point, the interface is really nice & the tooltips work great (except that vulnerabilities are cut off at the bottom of the screen). I never felt there was information that I needed but couldn't get. It looks and sounds good, too.
I didn't find the gameplay very deep, or it didn't show its depth within 3 levels (in which case I would say the pace is too slow for me). I was intrigued at first but after a while it seemed like there were only a few fairly simple things I could do to optimize combat, and past that it was all dice rolls and inevitably increasing stats. I never found any way to apply the defense / vulnerability types.
Anyway, there's countless ways you could make it more complicated and more skill-based if you want to, don't need me to tell you.
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Developer / Playtesting / Re: Hoosh Besaz !
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on: April 19, 2011, 06:55:33 PM
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I like the idea but it seems like right now you have to look at the map and input every situation your character will be in verbatim, which is pretty simple / boring. Maybe you could make it more interesting by having wildcards so that one instruction could be used in multiple places, and then limit how many instructions the player is allowed to create. You should check out zachtronics for examples of good programming game mechanics.
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Developer / Playtesting / Re: Kickin' Sticks PANIC!
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on: January 03, 2011, 10:57:25 AM
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I extracted everything from the zip and ran the game, but got this error.
--------------------------- kickstick.exe - System Error --------------------------- The program can't start because MSVCP100.dll is missing from your computer. Try reinstalling the program to fix this problem. --------------------------- OK ---------------------------
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Developer / Playtesting / Re: Cyborg Virus
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on: December 06, 2010, 11:20:37 PM
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It looks nice and the sound is great. It's a little slow though. It was never hard to stay inside the bubbles. Maybe if they shrank while you were inside or something so you had to keep moving? Still basically I really liked this game.
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Community / DevLogs / Hills
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on: September 23, 2010, 11:11:26 PM
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look at it (flash) source (CS4) I made this but I don't have any ideas for it, maybe you do though, so have the source and I can explain anything that's not clear. Perhaps you could implement, " hillsides"
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Developer / Playtesting / Re: Vibrant - ballistic abstract arena shooter
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on: September 06, 2010, 01:59:55 PM
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Nice game. After a couple minutes I got decent control over the ship and really enjoyed the challenge of managing inertia while also trying to keep track of orientation and location of threats.
While I did like it, I would probably play a lot more if there were a greater escalation of powers and challenges. When I was playing I died pretty often and kept losing all my stuff, but the enemies didn't really get much harder either so it didn't matter. It would be more interesting if you could build up more and more speed and firepower while playing against bigger mobs of enemies too. (Maybe that does happen but the pace or difficulty curve was just off for me?)
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Community / DevLogs / Re: EDGE - A Java2D Game Engine
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on: August 29, 2010, 03:25:30 PM
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this will get you sued by that sad old crackpot what'sname, rousing furious indignation amongst indies and catapulting your project to fame...clever  will you post a demo anyway? People around here are pretty good at having fun with not-fun things. Personally I've cultivated so strong a taste for incomplete work that I am no longer able to play finished games.
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Developer / Playtesting / Re: !i (Not I), [Win+Mac]
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on: July 27, 2010, 11:33:38 AM
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BSoD is always an OS, driver or hardware bug, it happens when there is a crash in kernel mode (ex. kernel dereferences a bad pointer). It might be possible to work around the bug in your game if you can figure out what triggers it, though.
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Developer / Playtesting / Re: Nation Of Reincars
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on: July 20, 2010, 08:49:23 PM
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nice game! I like that it really focused on its central puzzle of figuring out the right order, no difficult timing or generic platformer challenges. The presentation was really good too.
I do have a minor bug report, the worm is real glitchy if you dig in the dirt that hangs from the top. Also it would have been a clever puzzle to take the worm up there! At least I thought I was clever until I found it didn't work out.
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