facecrime's Recent Forum Activity

  • 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!

  • I'm running out of ammo after a very short time, manage to take down one enemy at best.

    And I second the problem about bullets being invisible on some backgrounds.

    It has a few nice features like the bomb placement and the slo-mo death, but it's quite barebones in other important areas. Like the enemy behaviours, who leave little room for error. Some windows of opportunity in their behaviour to place an ideal attack or some repositioning to readjust one's aim would create a more varied combat experience.

    The bombing didnt seem to have much tactical depth, perhaps it could have more range and hurt enemies. or perhaps just stun them.

    Good start, flesh this out a bit, gonna be good!

  • Well done, nice game!

    I second the concerns about the level design though. The emey placement feels a bit random at times, many enemies can simply be avoided. You seem to go for some movement and timing challenges, too, which I believe could use a bit more interesting movement behaviour of the player to actually make those moments interesting. Controls are so accurate that these moments don't really challenge me.

    That said, I find the graphical style quite appealing. Just enough personal style in the linework and coloring to go as stylized. Personally I'm not missing any more fancy gfx features there. Although more focus on readability in the layout might not be a bad thing.

    BTW is it intentional that you can spam LMB in the blue hitzone? Feels a bit exploity. Also I was surprised that I can't seem to win against some enemies, possibly because my stats arent up to it yet? In that case it would only be fair to allow me to leave combat (some penalty included) when I realize that I can't win.

    Hope you take that for conctructive criticism, keep it up, I like it!

  • Nice idea and great execution.

    Would probably have made taking cover an active mechanic rather than a release-the-button thing, but thats just me.

    Keep it up!

  • This looks to be freakin hot. Would love to get my hands on an early playable. Keep us posted!

  • Congrats on getting (another!) game on out Steam!

    It seems like your last one has only been out for a year, and already you're cranking out another one, great stuff.

    Will check it out, keep it up!

  • Smart!

    Always impressed with these focussed and well-executed projects.

    Keep it up and good luck!

  • looking pretty sweet!

    haven't got an android device but this looks slick. hope it plays as smoothly

    good luck with this!

  • Is working with a grid an option for you? Say you place a tree every 100 pixels and only randomize a limited offset to that regular interval

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  • newt thanks for your example, helped me a bunch. I originally thought you were using LoS somehow to determine that intersection point, but I do of course also use it to check for range and actual LoS.

    but what I was really missing is retrieving that intersection point, and you just casually threw that in there. thanks again, exactly what I need.

    AllanR thanks for putting that together, very slick. it's actually close to what I had, but I need to get rid of the bullet behaviour for a few reasons.

    Here's what it looked like:

    That's of course smoother than what I'll be getting with pathfinding, but that's ok, cos the circular path doesn't matter so much

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facecrime

Member since 25 Mar, 2014

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