GameHugger's Forum Posts

  • Hello everyone,

    for a better part of this year I've been working on a game called Masters of March. I wanted to design a turn based strategy that is easily playable on mobile devices, so that means portrait mode, short sessions 5-10 minutes.

    I came up with this concept of a moving battlefield, your armies are placed at the bottom (easy for finger reach) and the enemies are at the top. The battle system is fairly simple, zero sum, rock - paper - scissors style. To mix it up I added terrain that influences the battlefield and resources that you can collect and buy new armies.

    Masters of March plays like a roguelike game. There are rewards for leveling up but death is permanent.

    Right now I am ready to test the game, it's pretty tutorial heavy and this is my biggest concern.

    I would love it if you can provide some feedback, it's playable on scirra arcade:

    https://www.scirra.com/arcade/strategy- ... march-1166

    If you like the game feel free to follow it on

    facebook https://www.facebook.com/MastersOfMarch

    or check out the website http://masters-of-march.com/

    and twitter https://twitter.com/MartianMadeGame

    Version 0.9288 notes:

    • no sounds yet
    • no music volume slider (only on/off button)

    Planned features:

    • defense building system
    • story

    Thanks for checking it out. Any feedback is appreciated.

  • Fun game. I like the look and the atmosphere.

    I wish the ship would move faster, I think it would be a more dynamic game that way.

    I saw this great video talk

    Subscribe to Construct videos now

    on adding stuff to action games to make them really great. Check it out if you have time. I cannot recommend it enough.

  • Yes, AtomWorks is definitely coming to Android.

    I've updated the original post with new information and links to new version of the game that fits better on desktop.

  • Tetriser Cool list. Thanks a lot!

  • It's great to see non-game application being created in Construct2. It shows just how versatile and powerful it is.

    You did a great job. Runs very smooth. I love the mirror option.

    Is there an option to share the drawings on social media? Did you consider uploading it to facebook?

  • Loved it! I had a huge grin on my face while playing because the original Cybergunner was my favorite game ;)

    I'm confused what the purple line is and that font is a bit strange ("R" for restart looks like "A").

    Great job. Keep it up.

  • Love the theme. It looks like you guys have a good team going. Website looks good, you have a clear vision and theme right from the start and that is so important. Keep us posted.

  • Looks interesting. My advice is to keep it simple and don't overdo it with features or you'll never finish it. I went down that road trying to complete big game by myself and failed.

    Good luck to you.

  • Thanks for your support.

    I still have another 2-3 months of development but it's definitely coming to Windows Phone (it's probably going to be first platform I'm going to launch on).

    I've set up a Atomworks sign-up form for email newsletter if you are interested. It's just to announce new levels and big launch day :)

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  • Wow, impressive portfolio you've got there. And that Orbital gameplay video is really interesting, I watched it 3 times to catch all the actions.

  • That is exactly the vibe I was going for :)

    Music is probably the only aspect I have no creative control over and I searched for at least a month for a perfect track. I'm really happy with it, worth every penny.

  • For black orb animation I used 3D program to explode the orb into polygons (fragments). Then I moved center of explosion around to get frames for each possible position (center of explosion = red orb). Construct calculates position of red orb relative to black one then triggers the right frame of the animation.

    Hope it makes sense :)

  • Maybe you should create two collider objects. One for 0, other for 180 degrees. It's not an elegant solution but it should work.

  • onur

    Initially I had thick edges on the screen to indicate the ball will bounce of them like you suggested but I removed them because they visually cluttered the screen. I'll probably put up "How to play" screen so it should be more clear.

    Thanks for your support.

  • Windwalker

    Thanks. I designed the game for mobile in mind from the start. One of the early decisions I made that the game must be played in portrait orientation with fixed buttons. Actually I just asked myself a question: Can I play it on the bus ride home?