Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411126 Posts in 69302 Topics- by 58376 Members - Latest Member: TitanicEnterprises

March 13, 2024, 03:56:52 PM

Need hosting? Check out Digital Ocean
(more details in this thread)
  Show Posts
Pages: 1 2 [3]
41  Developer / Playtesting / Re: Featherpunk Prime: Sci-fi Action-platformer with agile character on: April 24, 2016, 06:25:03 PM
The graphics and sound effects were pretty good.  I especially like how the feet are angled when on slopes.  The controls are solid too.  I tried it on mouse and keyboard.  For controllers I only have a DS4 available and didn't want to go through the recommended process on setting it up.  If it's not too late, I suggest using the InControl extension for Unity that makes implementation of all standard controllers very easy.

Honestly I wasn't having that much fun with the game, and I think it's in part because of the level design.  It doesn't seem like there's any rhyme or reason to the ways enemies or platforms are positioned.  It felt like the floors were randomly generated (if they actually are randomly generated, they probably shouldn't be).  I never felt like the wall jump and double jump had to be used in creative ways.

Fighting enemies felt boring.  Many enemies will just attack the the same direction, not aimed toward the player.  My strategy to defeat these guys was to find a blind spot where my 360 degree range weapon could hit them, but they couldn't hit me.  Then I stand still and shoot until they died.  Even the enemies that did target me felt a bit too easy.  I never felt the need to switch from the default pistol weapon either.  It's possible I didn't see all the enemies though.

Since it's the game is in an early state I didn't mention obvious problems, like the occasional missing sound effect.  But it didn't feel that fun or engaging.  This game has potential but more thought needs to go into how the levels are designed.
42  Community / DevLogs / Re: Vision ~ SR on: April 24, 2016, 12:51:21 PM
First gameplay video!  Notably there is no background music yet.  Sorry if this makes the video awkward.

What are your initial impressions?  Does it look fun?  Are the graphics alright or could they use more polish?  What could make this game more appealing?




43  Community / DevLogs / Vision Soft Reset: metroidvania where you can see the future on: April 24, 2016, 12:39:36 PM
Perceive the future.




Vision Soft Reset is a 2D action-adventure platformer that lets the player perceive the future.  From this fundamental concept comes a plethora of unique and empowering possibilities in combat and exploration.

Latest gameplay video:





Vision

Vision is a passive ability that visualizes enemy attacks on the screen a second or so before they actually happen. This gives the player just enough time to leap out of the way from a spray of bullets, or intercept a teleporting enemy’s movements with a powerful charge shot. It’s an invaluable resource as enemies become more abundant and aggressive.




Flashback

Flashback is a feature that functions similarly to rewinding time.  After taking too many hits or becoming cornered, use Flashback to revert back a few seconds and revise your strategy.


Use with caution, however, as this mechanic drains Phase.  Visions no longer appear once phase drops too low, and Flashback can’t be used at all once it’s depleted.  Phase can be restored by acquiring phase crystals, sometimes dropped by defeated enemies.  Is it better to use Flashback anytime you get hit to maintain max health as long as possible, or should the ability be saved only for when it’s absolutely needed?

Chamber Flashback

Similar to Flashback, Chamber Flashback is also a time reversion mechanic, but it works on a larger scale.  Instead of going back a few seconds, this can be used to go back several minutes to previous rooms or even to the start of the game.  After saving at special chambers, players can use Chamber Flashback to essentially revert to a previous save point while retaining information about events to come.


Previous save points are displayed in the Time Tree menu.

Information is more than just knowing what enemies are ahead, however.  It also includes Decryptors, which are special codes that unlock abilities in Oracle’s suit.  So once a decryptor for a new ability is found, it doesn’t matter which point in time the player reverts to; they’ll be able to use the new ability as if they’ve known the decryptor all along.

The same cannot be said for physical items.  Unlike decryptors, physical items (like health upgrades) do not stay with the player if they revert to before the items were acquired.  While players may be tempted to use Chamber Flashback as a fast-travel system that can be used from anywhere, they must consider the possibility of undoing actions they’ve done.

In short, Chamber Flashback is a robust pseudo-time travel mechanic that requires optimization and strategy to use effectively.  Its mastery will prove to be very useful for navigating VSR’s world.

And More...

Oh yeah, there’s also running, shooting, and secrets to find.  But you probably expected all that, right?  Fans of classic Mega Man and Metroid titles will likely be familiar with the more traditional mechanics featured in Vision Soft Reset.  There are also many other abilities and mechanics used during the adventure that will be best experienced simply by playing the game.


Game Website/Blog: https://visionsrgame.com/
My Twitter: https://twitter.com/th3sharkk
44  Developer / Playtesting / Re: MissSpell on: April 23, 2016, 09:30:30 PM
Pretty neat, I like how simple and slick everything is.  It's refreshing to not have to open a menu to select spells like in most RPGs.  For a small game it's shaping up solid.

There should be a "skip turn" button though, or a way to attack without moving to let enemies come toward the player.  As it is now it seems impossible for the player to get the first hit if an enemy is the right number of spaces away, which feels unfair.
45  Community / Townhall / Re: The Obligatory Introduce Yourself Thread on: April 23, 2016, 09:16:55 PM
Hey everyone.  I enjoy developing games on my spare time, and I hope to one day make a living doing just that.  As far as skill sets go I'm primarily a programmer, having recently getting my undergrad CS degree and doing projects in Actionscript 3, C++, Javascript, and C#.  I'm slowly learning how to draw as well.

Most of the games I've started fail for one reason or another, but recently I finally completed a game I can consider to be "good": a puzzle-platformer named Cartesian.  For me it was a great accomplishment, and gave me the confidence to really raise the bar on my current project: an action-adventure game featuring pseudo-time-travel named Vision ~ SR.

I'm a sucker for 2D platformers.  If you're making one I'll be happy to test it out.
Pages: 1 2 [3]
Theme orange-lt created by panic