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81
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Community / DevLogs / Re: Pachacuti - gratuitous 2D animation
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on: May 27, 2017, 09:47:38 AM
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I just wanted to stop by and say that your level of skill with this deserves more attention. I've also never seen animation that's hand drawn like this be so fluid - well you know, except for Skullgirls. Anyway, keep at it!
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83
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Community / DevLogs / Re: Flotsam: A survival building sim in a flooded world
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on: May 27, 2017, 09:37:42 AM
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I think in this latest screenshot the UI elements are a bit too small. Maybe try to update with some more clarity or contrast? I really like this zoomed out view and having that huge sea creature so close makes me think you would need to fight it in some way? You've really come a long way with this game.
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88
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Community / DevLogs / Re: The Underground King - A strategy / racing manager
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on: May 25, 2017, 07:26:27 AM
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I find the art style, especially the human NPC's, to be disgusting and I would not play this game based on art style alone. I'm just one guy though, maybe you'll find an audience. I have a hard time not being brutally honest with games, I'm not trying to offend you. Keep on doing what you're doing.
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89
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Community / DevLogs / Re: Thy Sword - 2D RPG Platfomer [Greenlit!] [Demo!]
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on: May 25, 2017, 07:18:05 AM
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The blocky sprites and choppy animation don't really make me excited for this. I think I just expect more detailed pixel art in games I play. I'm sure you're going for the retro angle, but it just doesn't appeal to me. That said, I wish you success all the same.
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90
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Community / DevLogs / Re: Raven's Path Alpha Gameplay!
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on: May 24, 2017, 05:28:47 PM
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To me, the gameplay looks really slow. Gifs in this thread here are a better way to grab attention than a link people may be wary about clicking on. Post art here too. You're not going to get feedback if you have a thread with no content. Look at some other devlogs here and pick out the good ones that do this well. Best of luck.
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92
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Community / DevLogs / Re: Pine Seekers | Online Multiplayer Tactical Shooter
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on: May 22, 2017, 08:46:00 AM
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It's going to be a really hard sell if all your players are anthropomorphic skunks. Sure, there's the furry angle, but it's still a pretty small audience and a huge negative stigma to make the player character a furry. Cut out the blackness at the end of your trailer. There's already a 3D game called Pine. I don't see how you're bringing anything new to this sub-genre.
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93
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Community / DevLogs / Re: – Mortal Metanoia –
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on: May 17, 2017, 03:27:10 PM
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The title logo is visually confusing to me and hard to read clearly at a glance. I think it's the gradient effect you're using with the dark orange to black color choice. I'm going to need a more in depth explanation why this is different than the 500 plus action packed pixel platformers that get made every day.
If you compare this to something like Dead Cells, which came out recently, you're going to have to have a damn good hook to pull in an audience. I'm sorry if this seems harsh, but it's how I feel right now about more of this genre every day.
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94
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Community / DevLogs / Re: Midorea: The Valhyr (Demo Available)
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on: May 17, 2017, 03:15:13 PM
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I played the demo for a few minutes. The small view window darting around with the camera felt disorienting and jerky to as far as movement and visibility goes. There was no music or UI sounds, so that's a minus. On the other hand, the art style is pretty good. Based on the current state I don't think I would be interested in playing it.
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