facecrime's Forum Posts

  • Really cool project, loving it

  • Keep it up, looks interesting!

    Waiting for something playable here.

  • Backgrounds do look pretty, curios to see where you take this.

    I expect some difficulties with getting the gameply/foreground to read well against that busy imagery, but you might have it sorted, idk

  • What's there is nice, but it could use some depth. Just some variation on the main challenge and different dynamics to create with your control scheme.

    I'm also not so fond of the way you use the plane idea, it being able stand in air upside down and all.

    Obvious solution is I guess to do a scrolling background, to simulate constant forward movement and the plane not rotating, like you're just dodging the bullets in full flight.

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  • this is great!

    super meat boy all the way of course, which is fun.

    the farting sound got me annoyed within the first level though.

    level design struck me as be bit uneven, found the levels to vary in difficulty a lot.

    visuals and theme i liked.

    will you support controllers?

  • your link is incomplete, elipsis breaks it

  • Hi everyone,

    I just rediscovered this abandonned little prototype I built a while back, thought I'd share it just for fun.

    Consider it an homage to Cannon Fodder of sorts; you control a squad of soldiers around their squad leader, use some special attacks and collect keys and coins.

    I'm using my trusty warhammer sprites again for placeholder purposes.

    It's designed around touch interfaces, but it's pretty rough, so beware.

    You tap and swipe to control your squad, they attack autonomously, while you navigate them through enemy encounters.

    Movement is balky at times and makes for the most partl of the challenge and the level design is rather back-stabby at this point

    I know the controls are clunky, the ability toggle is awful, the units are sluggish - just some of the aspects that made me cancel this.

    Also there's a formation system in there (buttons on the right) that I never properly made sense of.

    But I thought it's a fun little piece of non-sense for what it is.

    Hopefully enjoyable with a little patience ;P

    Play here:

    https://dl.dropboxusercontent.com/u/14591269/IDJ_20140811/index.html

    PS:

    There's also a tricky spot in the map that isn't explained well, so please note:

    There's a blue door that requires a key.

    You obtain this key from the blue tank.

    That tank can only be destroyed using the player's Nuke Ability!

    A unit needs to touch that door for it to open.

  • Looks pretty great

    Expecting the fail-fast-and-get-right-back-into-it type of action as in super meat boy from this.

    Kind of a shame that you avoid characters (and narrative, I presume?) completely, but the minimalism makes for good stylish visuals.

    Looks like you won't be handing out a demo for this one, I guess?

  • I'm not entirely sure, but the cell size defined for your pathfinding might also affect the granularity with which the terrain is evaluated and perhaps also traveled.

    try reducing the cell size in the props of the PF behaviour, perhaps you'll get a little closer to your intended location.

    But i guess you'll just have to add another event to properly lerp the object into the exact place upon arrival.

  • Looking sweet

    did you do the boat floating on water with actual collision or is that boat position scripted?

  • good thing you're adressing the performance, it indeed runs terribly slow

    no i didnt get to the upgrade and i didn't notice the speed change mostly due to the performance

    very kind of you, but i think everyone is here to check games for fun and have some nice exchange over it, so no need for compensation.

    but thanks awaiting your update then

  • i kind of agree on some of the concerns.

    for this type of game it would probably make sense to have an imposed forward speed for the player, because there's really no need to go slow or stop.

    similar for the up and down, you should include more obstacles that require evading and make sure your level design makes ample use of that.

    it's pretty though and quite accomplished at this point.

  • Some nice gfx and animation you got there. The controls feel well thought out. Music is also cool.

    I believe combat is not where it's supposed to be yet; what's your intended player behaviour in combat? atm i stand in front of my enemy and mash the attack button.

    Getting close, placing a hit and jumping out could probably be a valid strategy too, but seeing that i'm actually interrupting the enemy's charge up makes me think this is probably an exploit rather than per design. It's also reptitive atm due to the enemy's high health.

    At least the simple Rats should probably allow for a defeat hitout being hit when leveraging the mechanics correctly. but in swarms they just surrond you and drain your health.

    In my opinion each enemy should offer at least one strategy for perfect victory. Those strategies should becomes increasingly harder (and fewer) with progress of the game. Right now i feel that is not really a consideration.

    But there are other approaches as well, so make of my feedback what you will

    Flesh this out more, i think this can be awesome!

  • love this! (i didnt manage to finish it)

    this is cool in its cripsness and minimalism. although i think it could use more visual clues to its setting; where am i, what am i doing there?

    are you featuer complete and only making more levels now, or is this done altogether

    really fun though.

  • real pretty, controls feeling good, too!

    bombs are pretty spammable atm, not sure you'll want to keep it like that.

    very smooth and responsive overall, keep it up!