BigKid Icarus's Recent Forum Activity

  • Very well crafted game in every aspect. Solid design, cohesive style, great pacing on introducing new game mechanics.

    You prove that fantastic aesthetics can be created with an art style that doesn't need to compete with "triple A" 2D games because your work reflects so much charm and personality.

    Well done!

  • Screen shots look awesome!

    I'm a huge Metroid fan and it makes me really happy to see someone reference a Blizzard game that's not Diablo or Starcraft!

    Blackthorne was one of my favorite SNES games. Can't wait to see more!

  • Not a huge thing, but it would certainly improve workflow at least a little bit.

    While entering values in the Properties Window I wish that when I pressed "tab" it would advance me to the next input box.

    Essentially I just wish there was a way to not have to click on every input that I want to change. Maybe I'm missing a way to do that already?

  • Really compelling gameplay. I just kept wanting to see what the next room was, and it was really hard to put down!

    I do wish that I could fast forward the death sequence, seeing how I would die quickly, and sometimes in rapid succession, waiting out the (really cool!) screen FX eventually became frustrating.

    Fantastic style, I'm probably going to play this at work tomorrow.

  • Nice!

    That's a huge difference from the shot on the previous page and really makes it easier to tell where one material ends and another begins.

    Super excited to play!

  • It's very satisfying blowing up waves of ships with the large explosions that you've got going on.

    I feel that the player ship moves a bit too slowly and I kept wanting to move forward and backward.

    I also noticed that if I went down to the very bottom of the screen and fired up at the corner I could last almost forever with minimal effort.

    It's fun though!

  • Love the Geometry Wars style visuals.

    Music kicks ass and is very fitting!

    Controls felt good, and it was fun enough that I played the first level quite a few times. I honestly wish there was more to play, which is always a good thing.

    I feel like there are an awful lot of icons at the top of the title screen, but I guess some of those are only meant for gameplay. I feel like the audio buttons could probably be crammed into the options menu as well for what it's worth when that gets up and running.

    On the "How to Play" screen, I really like how well it's illustrated, but I feel like all the ships/icons are rotating a bit too fast, so I don't really get to identify what it is I'm looking at. I'd recommend either slowing them down or not having the rotate at all.

    Anyway, it's awesome and I'm super excited for more updates!

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  • Wow, I can't wait for the wall jump attack! That's literally one of the most manly animations I've ever seen in a video game when you jump off of the wall, so I'm sure you won't disappoint.

    Thanks for the tips on the sliding, ironically that's basically what I did to pass the section in the first place.

    It's still bad ass regardless of how the mechanic works!

  • Hi everyone,

    I've been lurking in the forums for a while and developing a C2 project in the background.

    I work in the game industry primarily on "triple A" titles, so doing something more casual on the side is a great breather for me.

    I'm really looking forward to getting more involved with the community!

  • This is one of my favorite projects to follow on the forums.

    It blows my mind what you're able to do with C2!

    You're doing such a fantastic job with your lighting, and I think if you pushed it a bit further it would really make your game "pop."

    If you look at a game like Diablo 2 (I know it's old and isometric, but stick with me here...) they put a lot of contrast in their light and dark areas, and that really helped the game to not feel "flat."

    Right now a lot of the materials in your screenshots blend together, and sometimes it can be hard to distinguish where one material begins and another begins (tree leaves to grass, and rock wall to roof shingles are two examples).

    When stuff blends together like that it starts to feel a little flat. You have a great color palette though and I think if you just darkened those shadows quite a bit it would add some great outlines and really make the game sing visually!

    Not offended if you don't listen to me though, your game looks fantastic as is.

  • That's so exciting you guys are putting this on the Wii U!

    I've been following the game for a while and finally had a chance to play it recently, and I'm so impressed with what you've been able to do!

    It really captures the feel of being an older, early 16 bit style game, with a challenging, yet fair difficulty.

    I wish that when I jumped off the walls that I would be able to do a more powerful attack since the main character looks like he's ready to stab someone through the skull!

    I also wish I could see more when I'm sliding down through the forest on the back of the skeleton, since right now I'm at the very bottom of the screen and can only see about 20 pixels in front of me, so even while moving slowly I don't feel like I have enough time to dodge. It's such a fun idea though, and I remember it from the trailer way back when I saw the game on Kotaku!

    Anyway, this game has definitely been an inspiration for me and I can't wait to play it on my home console.

  • Really fun game!

    I noticed I was able to progress through gates much easier if I just kept swerving back and forth really fast. Pretty neat touch, as it slows the car down, but it's much harder to control your direction.

    Really great visuals too.

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BigKid Icarus

Member since 1 Sep, 2012

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