facecrime's Forum Posts

  • Cool, congrats!

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  • I played karradash 2 and enjoyed it, cool to see a successor coming about!

    Mind elaborating a bit whats new this time around?

    How are you handling the 3d, is it all prebuilt images or do you have some method to dynamically compose your scene from a 2d layout? And are you doing all gfx yourself?

  • This looks great, good luck with your project!

  • BUNNNNIIIEES

    fun concept, the un-friend simulator

  • I like this for the vibe, some lovecraftian realm? Cool colors, some nice level ideas, as far as i can tell.

    Whats with the character, no anim at all? That feels lazy. The player char should be your primary source for rewarding player input; make your game feel juicy and responsive, its key to getting a mature vibe to your project.

    Keep it up, cant wait for the full thing.

  • Hey, this has many great aspects, the visuals, the concept, i like it.

    A few thoughts perhaps:

    • Everything is tiny, resolutionwise. Also, actual gameplay happens at the bottom of the portrait format, tons of unused screenspace. Why is this not in landscape format?
    • Shooting - your central gameplay element - feels unsatisfying. No hit-effects on enemies, no recoil on me, no throwback of enemies, no screenshake; missed opportunities!
    • The above point is topped by the limited range of the shotgun. Can't it at least do a little damage outside the core range?
    • Not sure, but enemies seemingy kept disappearing, into the cornfields perhaps? Or just lazy and delayed deaths?
    • Manual reload could be nice, then the enraging reload pause would at least feel like my fault not a punishing mechanic.

    Hope I'm not sounding too negative, just being brief.

    Overall I believe it's pretty good, just some unused potential IMO!

  • Nice project

    I find myself waiting for the recharge a lot, kinda getting in the way of a platformer-typical flow.

    On the graphical side a few more tile variations could break up some of the pattern repetitions.

    Keep it up!

  • Thanks for the post-mortem, found especially the greenlight part very interesting!

    Keep up the good work and best of luck for your project!

  • Looking good! What's the gameplay?

  • Finally managed to produce some results in graphics research.

    Some concepts for the player mechs:

    Not quite as exotic as I wanted them to be, want to work towards more of a scrap metal/model kit bashing style.

    Finding this a bit too tame and star wars-y.

    A small collection of first draft tiles for a sci fi base / spaceship setting.

    Also including early enemy sprites for the standard rifleman.

    Animation of the enemy sprites is currently the biggest issue; haven't really gotten the hang of Spriter yet and I'm considering actually painting the frames. Awefully time intense either way as it seems.

  • kashevko luckymee777 this being a personal project for the time being I can unfortunately not afford paying a professional fee.

  • Whats there is cool, keep going.

    The background could use more depth, some parallaxing layers could easily help there, i guess.

    On the design side, are you planning anything to make use of x-axis movement? Right now theres not much point to moving forward and backward, players will always want to fall back the furthest possible to more time to react.

  • I'm looking for a sprite artist for my top down sci fi project.

    Topics include character and vehicle art and animation as well as level tile sets.

    If you are specialized and would prefer to handle only one of the above topics we can discuss that.

    The style question is still fairly open, a prototype of the game is available here:

    https://www.scirra.com/arcade/shooting- ... v-02-17020

    For details please contact me via PM

  • Hey, this is really cool! Rayman comes to mind. Grafics are also really neat. The levels could perhaps use a little eye-candy, but what's there is cool.

    I second the concern about combat, though. There is nothing for me to do in combat, the characters exchange hits on their own, did I play that correctly? It's automated, which is cool as a feature, but kind of defeats the purpose of combat as a mechanic. Worst case I'm stuck for a number of seconds on a bunch of enemies, don't know what's gonna be the outcome and best I can do is wait.

    That said this is a cool project and has potential to be even better, keep going!