Thanks for the feedbacks!
When i started up the game, i liked the look of the ship, but i kinda expected the background to move (i know that you stand still and it makes sense, but maybe you could make it more dynamic, by adding blinking stars or some moving fog or something, because the static image of the stars looked a little boring).
I understand, but I should show you what the prototype was meant to look like:
I was initially going to make the gameplay prototype with practicaly no graphics, for time consumption issues. But I quickly realized that no one would give it a try, so I made some graphics. Considering my background, graphics are probably the most important thing for me. You can believe me, I'm the one concerned when I release something with poor graphics and non animated sprites :p
I like the overall idea that travelling, being inside in the ship and the shmup sections are all part of the game. Makes it feel like an adventure where you exlpore a big world
Glad you felt this way, that's the plan. I want the game to feel like you go on an adventure, explore, find secrets. The prototype is obviously only a rough gameplay sketch, so I'm happy about your reaction!
For now, the shmup parts, as well as the shooting parts feel very undeveloped of course. Some nice bullet patterns in the shmup section would be nice, not just single bullets in your direction, some simple AI for enemies etc..you probably already have something in mind..your thought process on this would be interesting
I honestly have a lot in mind and at the same time not that much. I'm in a struggle against myself to not overscope, design with elegance and simplicity when I dream BIG and complex. Some simple AI is mandatory, to make the encounters ingesting. As for the general direction, I really want the player to be trusted to find the way he likes. Not killing anyone and hacking stuff, going stealth should be an option. Playing a heavy armoured heavily armed soldier should be possible too. The game should put you in front of challenges you'd like to face, adapt to your play style and offers multiples routes.
i played your prototype a couple of days ago. i am a big fan of your art style and specifically your space setting that you already introduced in bullet void. the hommage to the millenium faclcon with the little details really contributes to the feel. also the take on the space samurai armour is nice. as i said before: exciting stuff!
Thanks Fingerman! Glad you enjoyed the art as it is really placeholders
I didn't put to much effort in it, it was the bare minimum I could do to motivate some people to give the prototype a try. But I'm glad to hear that you like my style! Star wars was and always be a huge influence for me. The idea to this project could be sumerized by "I want to make my own zelda inspired adventure in my own star wars inspired universe".
as far as the actual prototype is concerned it was fun to play but obviously just a prototype. i can't figure out yet, whether it is meant to be a mass shootout or more of a tactical encounter. i can really see the potential especially when the ai is more advanced and there is more variety, sounds, animations, explosions etc.
I honestly can't say. It will depend on the playstyle you choose, either badass with a machinegun, a ninja, a sniper, etc. For me the fun comes of moving and dodging quite a lot of bullets, so there mustn't be to much of them otherwise dodging is not an option, and killing enemies takes bullet sources out of the game. Does it take away from the fun in the end?
I also like to have freedom to maneuver around enemies, so the levels should allow that. Killing shouldn't be mandatory, that's one of my constraints. Killing shouldn't get you anything actually, aside from removing a threat. No money, no drops, no XP. With that fact clear, it's up to everyone to choose either to kill or to find a less violent way, nobody abandon any reward. Underail does that, I've yet to play it but I don't want the game's system to explicitly tells me "kill those dudes, thats XP ffs!"
I'll go even further, killing should only make things harder, make your enemies want you dead even harder, and make any encounter with a faction you repetitively attack more dangerous and violent. Even in level design, hacking a door to seal it, and you won't have to face any reinforcements. Just spread hell in the level, reinforcements will come. In a way, it's rewarding your playstyle, you like to kill a lot of dudes? Here are some more!
I'll also make an ammo counter part of the game. You will have to be carefull with those dangerous tools of yours, because ammo will be limited and will sometimes force you to reconsider your approach, and maximise your weapons efficiency. So a little bit of tactic will be mandatory anyway
For now, the project will be set aside, I'll probably work on some others projects before deciding if this one is worth the effort.
Thanks for the feedbacks!
-skaz