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1411283 Posts in 69325 Topics- by 58380 Members - Latest Member: bob1029

March 29, 2024, 02:13:13 PM

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1821  Developer / Design / Re: Has anyone here ever worked with Audiogames/Games for Blind People before? on: September 10, 2014, 05:21:40 PM
play soundvoyager
1822  Developer / Playtesting / Re: T4R4D1DDL3 (surreal explorer. kind of like Yume Nikki but cuter) on: September 10, 2014, 04:32:15 PM
else

seriously though is it impossible to do a mac port it is bumming me out this looks lovely

like so up my alley it's moved in next door
1823  Community / DevLogs / Re: Tasukete Tako-San : Save me Mr Tako - A Game Boy Platformer on: September 10, 2014, 03:49:19 PM
you're pulling a tower of heaven

i like that

keep it up
1824  Developer / Playtesting / Re: T4R4D1DDL3 (surreal explorer. kind of like Yume Nikki but cuter) on: September 10, 2014, 03:46:32 PM
i take that back give me a mac port or, you know, else
1825  Developer / Playtesting / Re: Idle Chemical MiniGod on: September 10, 2014, 03:44:26 PM
man i love New Project, what a dev studio

this game made me feel like i'm living inside a sunday school aesthetic public access version of fate of the world

then i realized it was just a fancy flashy dressed-up cookie clicker

i like cookie clicker

the music was ok

this game looks really ugly though. i do like the background. i like that it tells you how long you haven't been looking at it when you come back.

i haven't done much with it.
1826  Developer / Playtesting / Re: T4R4D1DDL3 (surreal explorer. kind of like Yume Nikki but cuter) on: September 10, 2014, 03:35:58 PM
oh holy shit you do not know what buttons you are pushing for me right now, mister

take me out to dinner first
1827  Developer / Business / Re: Need ideas for monetizing an interactive fiction game. on: September 10, 2014, 02:58:31 PM
Edit: I wonder if I should only make part of the game free. There are multiple endings, I could give one away for free, and require a small payment (say $1.99) to unlock all endings, which include new content.

my advice? do the terry cavanagh and put a demo on kongregate with a link to buy the full game for however much. it feels less dishonest and will be more profitable.

you're basically doing the in-app purchase thing, otherwise. and why would you want to do that?
1828  Developer / Business / Re: Let players vote on game direction during development on: September 10, 2014, 02:56:31 PM
in fucking shortest

dont

in short: you can't do this if you don't make sure you prototype the fuck out of every single votable decision tenfold. and why would you even do that?

all you're doing is asking for a headache in the end. you're going to be putting together something that, if you did well, would end up throwing away hours of work for no reason.

so: do not
1829  Developer / Business / Re: New type of Partnership on: September 10, 2014, 02:53:29 PM
they want to shoehorn their bitcoin ripoff into a weird pyramid scheme i think
1830  Community / DevLogs / Re: SUPER III (Trailer #2) on: September 10, 2014, 02:45:27 PM
ftr i've backed y'all on kickstarter. really hope you pull through in the last week! this thing is awfully underfunded and it shouldn't be.
1831  Community / DevLogs / Re: Tower of the Moon on: September 10, 2014, 02:44:42 PM
alright i'm following this i like the art and it sounds like it'd be a Fun Time
1832  Community / DevLogs / Re: Terrance the Flying Eyeball on: September 10, 2014, 02:40:35 PM
i'll give this a go in a bit.

for the record: that ideas board is fucking genius. i've never thought of doing that, for some reason, but i sure as hell will now
1833  Community / Forum Issues / Re: More Topics Per Page? on: September 10, 2014, 04:21:46 AM
my vote is yes, absolutely
1834  Community / Townhall / Re: Ro-bat, my first game on the App store! [iOS] on: September 09, 2014, 10:55:48 PM
fair point on the control; it's your choice ultimately and that's a matter of preference on my part!

a compromise i'd suggest if you still would like there to be one button controls; just have the bat shooting all the time constantly and then you can aim + steer by touching.

if that's still distasteful i get it i get it! it's not my game, after all.

anyway thanks for listening! i really did like your game, even if i didn't show it very well
1835  Community / Townhall / Re: PONCHO - WE ARE ON KICKSTARTER! Also Demo! on: September 09, 2014, 09:08:40 PM
Haha, Thanks alot! Yeah that's probably about all of them. Well done for finding them all! I've updated the main demo with the changes, I totally agree with this perspective.

In the final game, you'll always be able to beat it and get to the ending area no matter what, but yes, depending how you do certain puzzles and in what order you do things, certain paths will shut and others will open up. Smiley There is also a gold key in the shifting blocks level to collect, though, just in case for the demo.

The shop music is also probably my favourite, other than the junkyard king theme. ^^

I'm glad you had a good time in Poncho! It feels nice to know you enjoyed it.




ok so that's another bug then i didn't even think about for some reason: the gold key in the block area didn't get added to my keys overall. i had to buy one from the shop to enter the junkyard
1836  Community / Townhall / Re: PONCHO - WE ARE ON KICKSTARTER! Also Demo! on: September 09, 2014, 08:43:10 PM
cool!

a few more notes, if you're not totally sick of me yet; there might be a bug in that you fall immediately when entering the area to the left from the platform through the trees on the right despite there clearly being a continuation of that platform. maybe that's an intentional thing. I dunno!

i forgot to mention how much i love the shop music.

i ended up with 55 cells at the end unless i miscounted? (earlier i had counted 17 because i didn't realize what was happening with them in the shop...once i grokked the basics of how the transactions were working i figured out what happened)

also i finally finished the demo; i like that it's possible to get into a no-win state (i assume that the final game would have a branching path if you run out of power cells before getting a gold key?)

all in all i'm excited for this game (if it wasn't clear from me spending five hours playtesting it for you for free)

1837  Community / Townhall / Re: PONCHO - WE ARE ON KICKSTARTER! Also Demo! on: September 09, 2014, 08:12:04 PM
absolutely no problem! it's not only absolutely fantastic how much clearer it is, but it might even look better (it's about 50/50 in my mind but i'm leaning yes)

i just had a thought that would help ease frustration with these early jumping puzzles maybe 100 fold; currently, if a platform moves out from under you, you just fall.

why i think that's so unsatisfying right now is that it would make sense more if you just...moved with the platform? if you actually land it, it feels like a cheat to fall. but if the ground is moving, you should logically be moving with it. that's not to say that certain types of ground could be pulled out from under you (and that's a platformer trope that's stood the test of time!) but rather that i think in this early going it's too much too soon.

mind you, again, i can't stress enough how much better this is. i should have realized that increasing spacial distance between planes would make this much difference
1838  Community / Townhall / Re: PONCHO - WE ARE ON KICKSTARTER! Also Demo! on: September 09, 2014, 08:03:36 PM
the more extreme parallax is -much- clearer, yeah! wow. i'll keep you updated still on how much this offsets the rest of it!
1839  Community / Townhall / Re: PONCHO - WE ARE ON KICKSTARTER! Also Demo! on: September 09, 2014, 07:55:56 PM
Ok, so in your opinion, does this version feel better than the other one that's posted?

https://dl.dropboxusercontent.com/u/12190188/poncho%20web/poncho%20web.html

about to try this! will update you with my thoughts
1840  Community / Townhall / Re: PONCHO - WE ARE ON KICKSTARTER! Also Demo! on: September 09, 2014, 06:59:04 PM
We actually have 5 areas before the one in our alpha demo, that compromises the tutorial, and this is easier. We'll see about adding them in an update.

And by the way, there's actually 53 powercells (those red things) in the demo. I'm good at hiding things...

clearly. i'll get back to it and try to find them all.

EDIT: oh hey i forgot to mention

please dear god make the text skippable/fastforwardable
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