Show Posts
|
|
Pages: 1 [2] 3 4 ... 36
|
|
21
|
Community / DevLogs / Re: Project Rain World
|
on: April 04, 2016, 10:17:09 PM
|
...It's more like an abstraction for how someone leaving a wake of death would over time be recognized for it, combined with a more game-y dynamic difficulty mechanic. Ah cool, that makes so much sense.
|
|
|
|
|
22
|
Community / DevLogs / Re: Project Rain World
|
on: April 03, 2016, 11:32:05 AM
|
|
Out of curiosity, if there is a lone lizard on a screen and you kill it will that still effect the global lizard opinion or would the death have to be observed by another lizard?
|
|
|
|
|
23
|
Community / DevLogs / Re: Tolroko - A John carter & Avatar inspired openworld game
|
on: March 29, 2016, 06:24:10 PM
|
Not sure why, but the video doesn't show up for me here so I watched it on your devblog. First I've seen of the dungeon generation and already the atmosphere feels fantastic. With a little more variety in architecture and creatures this will be super cool. As always, awesome stuff! 
|
|
|
|
|
24
|
Community / DevLogs / Re: Project Rain World
|
on: March 23, 2016, 03:45:14 PM
|
I would love it if a possible debuff is that there is a thin layer of slimy water on everything so you slide when you move.
Heck, if the game is as modular as I (maybe erroneously) imagine, would it be possible to eventually have what amount to mutators like in classic Unreal Tournament? Stuff like presidenthobbes's envirnonmental slime debuff or some kind of vampire mutator that only allows you to gain food by successfully killing things with spears? Maybe a mutator that allows you to survive a single downpour if you have maxed out stored food or something. I would assume this would be unlocked by finishing the game once or twice so difficulty can't be minimized right from the start. Feel free to ignore this since I've not really had time to follow Rain World's development like I used to so back to lurking I gooooooo.
|
|
|
|
|
25
|
Community / DevLogs / Re: Mable & The Wood - KICKSTARTER 29th MARCH
|
on: March 16, 2016, 01:06:55 PM
|
At a glance this seems like an exceptionally reasonable Kickstarter. Not listing stretch goals right off the bat is immediately reassuring to me as that seems to occasionally cause creators a lot of stress in the long run. Looking at your draft I'm already inclined to back the game due to the relatively small amount you're asking for and the fact that you're not offering any physical rewards. That said I would suggest you make it clear whether the art book is a PDF or if you're offering something physical. Mable and the Wood has also been heavily inspired by bigger games, such as GTA V, by what they get wrong. etc. Don't get me wrong, I agree with you for the most part, but this statement is the kind of thing that game forums and other semi-anonymous communities will jump on and give you hell about. You could probably get away with the rest of the message if you just remove the reference to GTA V.
|
|
|
|
|
28
|
Community / Townhall / Re: Brigador: isometric vehicle combat, a Space Tank Western
|
on: February 24, 2016, 01:18:03 PM
|
|
So I saw your post on the Steam Community forums via Rock Paper Shotgun, and I have to know:
Was the link to the 30 pack of Budweiser just chosen at random? Are you guys located in the 413 area?
I lived in Amherst, MA nearly 10 years (though I don't now) and I've been in the Hadley branch of that liquor store quite a bit so it was an incredibly bizarre coincidence for it to show up in a post by a developer for a game I've enjoyed watching the development of for years.
|
|
|
|
|
31
|
Community / DevLogs / Re: tricone lab: a game of cellular logic [Steam Early Access]
|
on: January 19, 2016, 09:35:03 AM
|
|
YouTube tutorials certainly wouldn't hurt if you have the time to make them, especially if you make them accessible from in game alongside the map creation tools or something.
Map design competitions seem like a great idea, particularly if you have a designated place for the players to develop a community (Facebook, Reddit, A dedicated forum.)
I expect allowing downloading maps without the TLO account would generally be a good idea. It may just be that people don't feel like creating one more account for something if it only has a minor (perceived) benefit.
I'd avoid any thing you have to click through when the game immediately starts. At this point I tend to associate in game pop-ups with micro-transactions and paid dlc, regardless of actual content. You could maybe show a count of user made maps in an unobtrusive spot on the main menu screen. Or a brief list of stats.
Maybe something like: # of custom maps # of players playing custom maps # of unsolved custom maps Maybe a featured map if map competitions become a thing.
|
|
|
|
|
32
|
Community / DevLogs / Re: tricone lab: a game of cellular logic [greenlit]
|
on: January 15, 2016, 09:04:53 PM
|
Very happy with this. They didn't like the monochromaticity either but you can't please everyone.
Have you considered letting people set their own pallet for the levels they make? Or some kind of pallet unlocking like in Luftrausers? I'm not suggesting there's anything wrong with your art direction but if it's something your players are looking for it might be worth considering.
|
|
|
|
|
33
|
Community / DevLogs / Re: Project Rain World
|
on: October 28, 2015, 04:45:47 PM
|
Regarding the centipedes creating a circuit to shock Slug Cat- Does that mean the shorter ones could grab onto each other end to end in order to have more chance of creating a circuit? Any possibility of tricking a centipede into powering up some part of the environment? You could bring back the Neon as an Easter egg. 
|
|
|
|
|
34
|
Community / DevLogs / Re: Weekend RPG: a Spooky game...
|
on: October 13, 2015, 10:40:49 PM
|
Awww man. I had no idea you were working on an RPG. I loved your pixel art in your entry for the Action 52 Remake. Your monsters outstanding and just so wonderfully demented. I love that
Thanks! Hopefully I finish that Action 52 remake thing someday... No worries, I couldn't even finish drunk posting. I'm serious though, "Your monsters outstanding." :I
|
|
|
|
|
35
|
Community / DevLogs / Re: Weekend RPG: a Spooky game...
|
on: October 01, 2015, 03:11:00 PM
|
|
Awww man. I had no idea you were working on an RPG. I loved your pixel art in your entry for the Action 52 Remake. Your monsters outstanding and just so wonderfully demented. I love that
|
|
|
|
|
36
|
Community / DevLogs / Re: Frog Days
|
on: September 26, 2015, 06:22:05 PM
|
|
Am I gonna need a Voodoo card to play this cause I can't really afford one.
|
|
|
|
|
37
|
Community / DevLogs / Re: Project Rain World
|
on: September 25, 2015, 03:21:40 PM
|
I've loved all your creature designs so far but this most recent one doesn't seem as creative to me. Really, it just looks like a rip off of Sweet Dee from Always Sunny. Kidding! It's been fascinating watching the game become what it is now. Everything about it is so fucking astounding! 
|
|
|
|
|
38
|
Community / DevLogs / Re: Project Rain World
|
on: September 08, 2015, 09:38:03 AM
|
It bothers me that the shortcut jumps between the pipes with no visible connection. As the Daddy Long Legs drags Slug Cat over the opening it briefly lights up the connection, its just goes up and behind the daddy long legs and exits at the upper right corner of the screen. It's super brief but it's definitely there. Edit: Never mind, I misunderstood. You're right, it is kind of odd that there's no visible path in the environment for the shortcut to take.
|
|
|
|
|