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Community / DevLogs / Re: Beach Buddies Brawl
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on: August 17, 2015, 02:58:10 AM
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@vividhelix I see my game more as an experiment (that's why I want to keep it small). Hoping that even if no one can accurately control their character the chaos would still make it a fun party game for a bit.
But your game looks really cool. Can I play the original Ludum Dare version anywhere? Would love to check it out.
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Community / DevLogs / Re: Beach Buddies Brawl
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on: August 16, 2015, 03:33:14 PM
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Thanks. The cute style is meant to make it easier to focus on 2 characters at once. I hope the simple colors and shapes help with that, and that you learn that the tall one is the left stick and the other the right. Right now my mind mostly just thinks that who ever is on the right is the right stick, and left is left. So if the "right" character is on the left, it gets really confusing. Wonder if I can stop doing that if I play enough. Maybe some people are just better at it then others? Plus, I kinda just wanted to do something in an adorable style 
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Community / DevLogs / Beach Buddies Brawl
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on: August 15, 2015, 08:02:41 AM
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 (this is the "AI" playing)How good are you really at multitasking?This is a small experiment to see how well people can control 2 characters at once. And if they can actually learn to get better at it. The game is simple: Each player (up to 4) controls 2 characters (buddies) at once with the 2 sticks on his/her controller. Buddies can push each other around, and every time you push someone off the island, you score points. Buddies can also "hunker down" to make it harder to be pushed around (might remove this if it makes player to passive). And I think I might add some pick ups. It's a small game that I want to finish pretty quickly. Still needs all the sound effects, music, menu-stuff, and tons of little changes and additions. But it's relatively far along I guess. Gonna try to finish this before Ludum Dare starts next week. So what do you think? Can people learn to control 2 characters at once (relatively) well?
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Community / DevLogs / Re: Super Sec Soccer [now on Greenlight]
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on: November 20, 2014, 03:25:02 AM
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 Super Sec Soccer is released! You can get it here. So that's good. People seem to like it so far, which is always nice to hear. The Greenlight campaign is slowing down quite a bit, but hopefully the launch on itch.io will bump that back up a bit. It's at 17% to the top 100 at the moment. The thing I'm struggling with a bit is, is that the game's very minimalistic, focused, and small, so you kinda run out of things to show for updates. No new enemies or the reveal of a brand new skill system or anything to promote  I am gonna look into working in online multiplayer, which would be a nice selling point. But online is, if I'm not mistaken, quite hard to do. So we'll see how that goes.
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Community / DevLogs / Re: Super Sec Soccer [now on Greenlight]
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on: November 15, 2014, 06:20:50 AM
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 Game is almost done! It's gonna be released this Thursday (the 20th of November) on itch.io for €4,99 I also put it up on Greenlight, which feels like I put my kid in one of those beauty pageants  Please check it out, if vote if you like it!
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Community / DevLogs / Re: Ghost Song: Atmospheric sci fi 2D vania EARLY BETA BUILD!
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on: November 12, 2014, 12:46:40 AM
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Played the demo for about an hour, and I haven't finished it yet, but some thoughts (I realize some things might just not be done yet): - The graphics, audio and overall atmosphere are through the roof! Really amazing stuff!
- When I play it on my TV Some of the text is a bit to small to read smoothly.
- When you use something (a flower for example) maybe add a little sound when you click. Because right now it takes a few miliseconds for the UI to pop up, and sometimes you doubt if the click registered
- When you fire the characters sprite turn dark for a frame. I get that this is in reaction to the flash of the gun, but it feels kinda weird. Maybe have the front of the sprite light up instead of darkening the back?
- The safe room feels a little sparse
 - It took me a while to figure out how to use the "aim diagonally" button. Maybe because I was using the stick instead of a d-pad or keys, but I always tried aiming at a 45 degree angle while pressing the aim trigger. Which meant I always started to move while aiming. I later found out I just had to aim straight up. But it still feels a little weird. Not sure about this at all, but maybe have your character stand still while pressing the aim trigger, so you can aim in all directions (inc down at an angle) while standing still. Kinda like holding shift in Diablo.
- You're suppose to be able to dash through those obstacle thingies right? Because sometimes I just died doing that, I think maybe I miss-aimed my dash or something. It feels like you really have a small margin of error when dashing through those spikey things.
- I love the alien feeling of everything! Not being sure what things do or even are is pretty cool
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Community / DevLogs / Re: Outland 17: Void of Liberty (TRPG) Steam Greenlight Concepts
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on: November 09, 2014, 11:44:43 AM
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Looks very cool. One bit of critique I'd have is that the HUD/UI doesn't seem to fit with the rest of the game. I think that might be because it's full on sci-fi style. Maybe you can somehow mix a little bit of 18th century style in there. Something based on the typography and decoration styles of the time perhaps.
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Community / DevLogs / Re: Super Sec Soccer: soccer without the BS
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on: November 08, 2014, 01:50:12 PM
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I think I get that you're trying to be minimalist with the graphics to keep the action at the front(right)? Honestly though? I need something besides bouncy squares. At least make the ball a circle.
I'm afraid the squares are a pretty hard rule for me The idea was that if everything's square, you can see if it's low res or not. You can't see where the pixels begin and end. Also posted this in the screenshot threat, but here's what happens when the game is tied when the clock runs out: 
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Community / DevLogs / Re: Super Sec Soccer: soccer without the BS
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on: November 07, 2014, 04:19:37 PM
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This is looking pretty slick mate. When it comes to distribution, are you just planning a PC release? I ask because this seems like one of those games that would THRIVE (if properly marketed) on one of the Android Consoles (nexus player, fire tv, ouya maybe). I don't know if the return would be worth it, but I think it would be a great way to spread the game and add some local multiplayer goodness to those platforms.
Thanks. And yeah, it's PC first, but someone else mentioned the Ouya today and I think that'd be a great fit (as you say)! I always tend to forget these Android consoles exist 
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