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1410642 Posts in 69557 Topics- by 58554 Members - Latest Member: maruya328

September 08, 2024, 05:33:02 PM

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TIGSource ForumsCommunityDevLogsNeo Enigma (platformer destroying huge robots)
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Bombini
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« Reply #20 on: June 30, 2024, 01:10:57 AM »

I have been redraing the city and also there for the robot/s. I still need to rework some tiles and actors but i like the new direction.


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Bombini
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« Reply #21 on: July 09, 2024, 12:03:51 AM »

An update on the meta gameplay. I have now several actions. Fire gun, shoot hero at robot, repair damage, scan robot to find more about it, boost research.
So in general you could shoot the hero at the robot at start the level to avoid city damage but you will miss out boosting your research which will bring you better weapons and also end the game at one point (goal of the game).

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Bombini
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« Reply #22 on: July 21, 2024, 12:52:45 AM »



I am currently running into an interesting problem. The current way how to stop a giant robot from within is to find strange symbols, put them in the right order in the main CPU in the middle of the level and escape before the self destruct happens. You can also cause havoc but thats roughly it. Yes there is a timer when the robot will reach the city but .... i am not sure.

My main problem with that is that it does not convey the feeling of fighting this robot and its systems while the robot tries to fight back. Yes there are enemies but its vey linear and thee is no real struggle beside that you might die and lose the level.

That got me thinking. Maybe i need to have a bar on top which can go back and forth. The more damage the player causes the more the bar fills for the player. The robot will react and the closer its to beating the level activate system to fight you back (almost like an immune system) where also the bar can go lower. So its a back and forth and you just have to play well (one big blow will be destroying actively its core (not just typing in a code) to win the level.

« Last Edit: July 21, 2024, 02:12:09 AM by Bombini » Logged

Ramos
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« Reply #23 on: July 23, 2024, 06:36:33 AM »



I am checking your blog for the first time and wow  WTF

The color palette is pure perfection

And the design is beautiful, those huge robots and the small city make me feel like I am in control on a large scale.

Good job!

What are your plans ? Steam distribution I assume?

 Gentleman




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Bombini
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« Reply #24 on: July 28, 2024, 09:26:56 AM »

Thanks a lot for the kind words!
So far i have been only releasing on itch smalol scale but this projects gets a lot of good feedback and i might launch it on steam this time. I am also realsitic enough thought to know that marketing can be a full time job. I know you share a lot insights but this one i still need to figure out.

Appreciate it!
« Last Edit: July 28, 2024, 09:36:21 AM by Bombini » Logged

Ramos
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« Reply #25 on: July 28, 2024, 11:23:08 AM »

Thanks a lot for the kind words!
So far i have been only releasing on itch smalol scale but this projects gets a lot of good feedback and i might launch it on steam this time. I am also realsitic enough thought to know that marketing can be a full time job. I know you share a lot insights but this one i still need to figure out.

Appreciate it!


How Is itch working for you?
I use itch,Gamejolt,Gog and Steam and nothing seems to be even close to steam.
On its I had 0 sales on my games but I had decent sales on my artpacks
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Bombini
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« Reply #26 on: July 28, 2024, 01:13:49 PM »

Its not a business case for me but can be good for two cases:
  • A platform to create some traffic with a simplified web version of the game or a demo towards steam.
  • A platform to test demos and get feedback.

The creator of https://store.steampowered.com/app/2481020/Vampire_Therapist/ told me that tumbrl works very well for him to create traffic towards steam. FYI. I havent tried.
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Bombini
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« Reply #27 on: July 28, 2024, 01:16:17 PM »

Also...enemies are getting smarter and nastier again:)
(grey tiles only for testing)

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Bombini
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« Reply #28 on: August 28, 2024, 12:00:58 PM »

Back from vacation starting slow with a ricochet effect  Tongue

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