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1411258 Posts in 69320 Topics- by 58379 Members - Latest Member: bob1029

March 26, 2024, 12:38:29 PM

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641  Developer / Playtesting / Re: Ka-Bloom: First game by indie studio Strongman Games on: July 29, 2010, 11:09:46 AM
Loved the game! :D The music and concept are very original. Nothing quite like it. A few things:

  • The .swf seemed to randomly decide it wanted to be as big as my maximum resolution would allow (1600x1050). This is seemed to cause some pretty heavy graphical lag.
  • I was left wondering what purpose the gauge on the left served. Same with the multiplier. As far I can tell, it mainly repeated the information available when my flower's radius grew after eating blue and green rocks
  • Some of the levels would end me understanding how I had completed them. I am sure there were still some blue and green rocks to feed my plants.

Keep up the great work! This would make a killer Wii port.
642  Developer / Design / Re: Games that lets you control more than one character at the same time on: July 29, 2010, 07:16:08 AM
The Lost Vikings! Gentleman
643  Developer / Design / Re: Recommend me good RTS and Tower Defence please on: July 13, 2010, 06:10:51 AM
If you are investigating the current RTS space I would recommend finding some info on a few MOBA's (Multiplayer Online Battle Arena) currently released or in production. League Of Legends, Heroes Of Newerth. Bloodline Champions is currently in Open Beta I believe.

League Of Legends as been making waves in that regards and is technically free to play. It's not a pure RTS per say, but it takes it rooks in them and develops interesting mechanics and gameplay. Plus it as terrific metagame that I quite enjoy. Smiley

Sorry for the bias, I'm just enjoying the heck out of it.

644  Developer / Playtesting / Re: Infiltration at Dusk - Keyboard Mashing Genre on: July 09, 2010, 12:11:53 PM
I personally like the concept of crazy button mashing to be fun.

Great job. There's a solid foundation here.
645  Developer / Playtesting / Re: Game Name Clinic - I will rate your game's name on: July 09, 2010, 07:04:14 AM
Just Toy Tank and nothing else? Boring.

My opinion as well, but everyone else thought it was extremely simple, straightforward and ultimately easier to find on the AppStore.
646  Developer / Playtesting / Re: Game Name Clinic - I will rate your game's name on: July 09, 2010, 06:37:53 AM
With the person in charge of producing, we decided on the title "Toy Tank". Fine enough, I guess.
647  Developer / Design / Re: Awesome Ways to Die... In Games on: July 07, 2010, 10:55:21 AM
Dying from asphyxiation in the vacuum of space.

So traumatizing.
648  Developer / Playtesting / Re: Game Name Clinic - I will rate your game's name on: July 07, 2010, 09:50:14 AM
The key is that you keep the alliteration
Tiny Tank Tumble

Ahah! That's neat. Tumble doesn't quite convey the sense of light-hearted conflict we're looking to express here.
649  Developer / Design / Re: Awesome Ways to Die... In Games on: July 07, 2010, 04:42:24 AM
For some reason, I am always disturbed when my character gets petrified. It greatly unnerves me, I think it's awesome.

650  Developer / Playtesting / Re: Game Name Clinic - I will rate your game's name on: July 05, 2010, 11:30:01 AM
Me and a team are working on a 3D iPhone game featuring toy tanks fighting in oversized environments, not unlike Micro Machines. We're using the Unity Engine and it's coming out extremely well. It should be released at the end of the summer. So far I have a few name ideas:

Micro Tank Mayhem
Micro Tank Rumble
Micro Tank Battle
Toy Tank Mayhem
Toy Tank Rumble
Toy Tank Battle
Small Tank Rumble
Small Tank Battle
Mini Tank Mayhem
Mini Tank Rumble
Mini Tank Battle
Tiny Tank Mayhem
Tiny Tank Rumble
Tiny Tank Battle

We're trying to catchy name or acronym. I can't show screenshots yet, sorry. Sad If you could help me by telling me which of these doesn't completely suck, or suggest some ideas you might have, that would simply splendid.
651  Developer / Design / Re: Same Game, Different Gamepay Styles on: July 02, 2010, 11:55:51 AM
These are great examples so far!  Smiley Anyone know of games that actually switch up gameplay style and mechanics in real time?

Maybe Henry Hatsworth was actually innovating, because I can't think of any other game that does something similar to it.
652  Developer / Design / Re: Same Game, Different Gamepay Styles on: July 02, 2010, 10:43:06 AM
If you had to juggle both constantly then I'd find it more interesting due to the split-brain requirement.

In my game (it's called Flubs, released in a few weeks), I am automating the switch between modes (destruction/construction) to make it easier for casual players. Each gameplay mechanics are tied to a single mode. It comes out slightly forced.

So I'm left wondering if it's the mode switch that's being communicated badly or the mechanic that's just simply being broken or not refined enough.


Heck, I've tried running an entire ship on my own...that is hard.

Dear GOD, I can imagine.
653  Developer / Design / Re: Same Game, Different Gamepay Styles on: July 02, 2010, 10:10:58 AM
bayou billy, perhaps

Interesting! I wasn't aware of that game.
654  Developer / Design / Same Game, Different Gamepay Styles on: July 02, 2010, 09:32:23 AM
Hello everyone. I am presently doing research on games that offer complementary gameplay modes that are connected yet completely different.

I think the best example I can give is Henry Hatsworth and the Puzzling Adventure for DS. It is both an old-school platformer and puzzle-action game. Watch this video  (

) and see for yourself. It's a-ma-zing.

I am currently working on a puzzle action game that combines strong elements Arkanoid, Tetris and Puyo Pop. The player will switch between two modes: one where he destroys blocks or groups of same-colored blocks, the other where he deposits falling pieces. My ultimate goal is to find a way to convey the playstyle switch in an enjoyable and natural process.

Does anyone know of any games, indie or otherwise, that offer this kind of experience?
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