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641
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Developer / Playtesting / Re: Ka-Bloom: First game by indie studio Strongman Games
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on: July 29, 2010, 11:09:46 AM
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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.
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643
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Developer / Design / Re: Recommend me good RTS and Tower Defence please
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on: July 13, 2010, 06:10:51 AM
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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.  Sorry for the bias, I'm just enjoying the heck out of it.
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650
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Developer / Playtesting / Re: Game Name Clinic - I will rate your game's name
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on: July 05, 2010, 11:30:01 AM
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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.  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.
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651
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Developer / Design / Re: Same Game, Different Gamepay Styles
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on: July 02, 2010, 11:55:51 AM
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These are great examples so far!  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.
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652
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Developer / Design / Re: Same Game, Different Gamepay Styles
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on: July 02, 2010, 10:43:06 AM
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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.
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654
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Developer / Design / Same Game, Different Gamepay Styles
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on: July 02, 2010, 09:32:23 AM
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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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