Braxmule's Forum Posts

  • Just a little reminder: One week left for the free-for-all submissions

  • Just a little reminder: One week left for the free-for-all submissions

  • I've posted to these guys before, but they really do have some good videos which I think most game developers could find useful. The show is called Extra Credits, they are on their third season, it used to be hosted on the escapist, but they are now hosted by penny arcade. They also have an indie game fund.

    link to episodes: Extra Credits

    their indie fund: EC indie fund

  • Cool competition... but I dont know if I will get time to enter @

    The primary competition runs until December 23rd, so there is still over 4 weeks left on that one. And 10 days left on the secondary competition.

    Even if you can't get it quite done, as long as this competition has spurred you to work on games more than you would have without it, then it served its purpose. :)

  • Fantastic, added to the list of entries

  • We are throwing in the business license, stickying these topics etc though!

    Which is super appreciated BTW!!!!! <img src="smileys/smiley4.gif" border="0" align="middle" />

  • This would be entirely up to Tom/Ashley...but where it is technically a third party competition and not an official Scirra competition there are no guarantees.

    At the moment there are none to be awarded...However, fan persuasion is a powerful force <img src="smileys/smiley2.gif" border="0" align="middle" />

  • 01lifeleft Will be interesting to see the progress of the game. If the foundations for the game are already in place, feel free to post a link to the WIP for all of us to try <img src="smileys/smiley4.gif" border="0" align="middle" />

  • harrio Just concentrate on making a game that you find fun and interesting. And don't forget there are also many ways in which graphic assets can be made for video games: e.g. Hand drawn, using paper cutouts, paintings, and the usual Photoshop/illustrator, etc...

    So never feel limited, your imagination counts for a lot!

  • Mini-competitions have been removed due to lack of interest so developers can feel free to concentrate solely on the primary and secondary competitions.

    Feel free to post your works in progress over at: Reclamation WIP

  • Looks like some good stuff, keep it up! :)

    edit: Thanks for the sticky <img src="smileys/smiley4.gif" border="0" align="middle" />

  • This is fantastic stuff

  • The 'official' thread for the works in progress that will be entered into the Fun Chowder Games competition. This gives developers a chance to share their work and get feedback before entering the final product.

    Just mention whether your game is for the primary(reclamation)competition field, or the secondary (free-for-all) field.

    Looking forward to playing the games <img src="smileys/smiley1.gif" border="0" align="middle" />

  • And just to shamelessly plug the Fun Chowder game competition, there is a competition field for games of any sort to be entered. At the moment there is no prize for this field, but it could bring some attention to your game.

    If you were interested you have up until December 2nd 4pm GMT if you wanted to make any tweaks before entering.

    Fun Chowder competition

    Edit: When writting this post it never even occured to me that the game may not be made using construct 2 :P If that is the case please disregard this post. <img src="smileys/smiley2.gif" border="0" align="middle">

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  • I would say that you can still have a game that ends up being difficult and still appeal to a broader market then just the hardcore/oldschool gamer...although there is a market for hardcore games, don't think you have to appease a broader market of casual gamers.

    I'm not sure what type of game you are making, but one of the more important things is to make sure that players have the basics down properly before throwing the massive difficulty at them, this way, as Wastrel mentioned, it would be viewed as a player skill issue, not a game issue.

    So perhaps add a few more levels at the beginning to gradually raise the difficulty and make sure the players get the basics down properly.... also if you introduce more game mechanics later on, you can ease up on the difficulty for a few levels to make sure the player has the new mechanic down, and also makes it feel like they are making some progress. After the player has had some practice, re-introduce the brutal difficulty.

    This gives the games 'peaks and valleys' and not just a constant upward trend in difficulty. Which may be the way to go if trying to appeal to broader audience without compromising how difficult the game would be to ultimately beat...

    Extra credits had a good episode on pacing, which applies to many things: Pacing