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TIGSource ForumsCommunityDevLogsFAMAZE
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Xion
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« Reply #80 on: November 23, 2012, 07:24:20 PM »

hooray! We look forward to this.
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baconman
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« Reply #81 on: January 17, 2013, 02:39:29 AM »

Oh, wow! I'm glad to see this hasn't faded into obscurity. Seems like the core mechanics were pretty well in place and balanced way-back-when... has it changed very much since then?
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benexclaimed
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« Reply #82 on: November 26, 2013, 06:59:10 PM »

I'm confused -- how is it not a huge deal that this is released? Am I missing something? It's terrific.
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oryx
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« Reply #83 on: November 27, 2013, 05:57:17 PM »

I'm confused -- how is it not a huge deal that this is released? Am I missing something? It's terrific.

Thanks! There was no PR or anything. I just got sick of it sitting with no one able to play it Smiley I'm glad you like it.
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oryx
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« Reply #84 on: November 27, 2013, 05:57:59 PM »

You can play it here:

http://oryxdesignlab.com/famaze
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SolarLune
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« Reply #85 on: December 03, 2013, 09:50:45 AM »

I just played it, and it's pretty fun. I like the graphics, and the general idea. It's kind of like a puzzle-game mixed with an RPG, which is interesting. Maybe you should put the game on itch.io and allow people to pay you for it if they want? Could be nice to make some cash off of it, and see how sales go.

I don't think you're supposed to use itch.io like Steam or Desura so much (i.e. advertising your game to new people who're looking for something interesting), but rather as a landing page for people who already know they want to purchase or download the game. If it were supposed to be like Steam or Desura, it would probably have things like comments, ratings, genres, etc.

Anyway, good work!
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Konidias
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« Reply #86 on: December 03, 2013, 05:03:40 PM »

I checked out the demo. Only played it for 2 stages but...

I'm not sure I like the super limited inventory space. I found myself just using up stuff to make room for other stuff.

I also found myself staring at the top half of the screen about 85% of the time... which seems a shame since it's literally just some colored squares while all this nice pixel art is down at the bottom going unseen.

There's a big disconnect when trying to navigate the maze and actually looking on the lower part of the screen to see what's going on. I know that's probably the last thing you want to hear after basing your entire gameplay mechanic around the split screen style... but I really don't think it's working that well. Sad

It's a really cool idea though, I just feel like there's a reason most roguelikes stick to a single camera view.
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« Reply #87 on: December 03, 2013, 05:37:33 PM »

Quote
I also found myself staring at the top half of the screen about 85% of the time... which seems a shame since it's literally just some colored squares while all this nice pixel art is down at the bottom going unseen.

There's a big disconnect when trying to navigate the maze and actually looking on the lower part of the screen to see what's going on. I know that's probably the last thing you want to hear after basing your entire gameplay mechanic around the split screen style... but I really don't think it's working that well.
have to agree unfortunately. i found looking at the bottom screen pretty confusing most of the time. i really wanted to love this because the art and the concept are so nice and i like roguelikes, but at the moment i'm not.

it's pretty counterintuitive when your character is facing to the right on the bottom screen even though you're moving left. also it'd help if you showed a wall or something on the bottom screen when the player tries to move in a blocked direction.

maybe it'd work better if gameplay was more clearly divided between top-screen map exploration and the bottom screen actions? maybe different inputs for them (ex: arrow keys for top, mouse for bottom) could facilitate that somehow? not sure tho.
« Last Edit: December 03, 2013, 05:50:15 PM by C.A. Sinner » Logged
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