risto's Recent Forum Activity

  • Play Meta Ray Type 4 In Scirra Arcade

    Play Meta Ray Type 3 In Scirra Arcade

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    Meta Ray is a shoot em up inspierd by mid 90s shooters. Its mostly a way for me to try out different mechanics from the genre. I post each updated as a separate "type". Feedback is appreciated

  • I have also added some very dumb turret enemies, but only so people have something to shoot at (they cannot die atm.) - also the bullets can riochet off buldings, just because it looks cool

    Cool

    But yeah there are still a lot more for me to figure out etc. I like it !

    Yeah, it depends a lot on personal taste, if you plan the project before you code anything or decide things while you make it. I would say that I prefer to make some small in the start, make it playable fast and then expand on the core depending on what turned out to be interesting. Ex the project I'm working on now, Meta Ray, is based a lot on the creative common art I find, and then add mechanics based on that.

    I hope it gives you a bit better insight in what are gonna happen in the game, but please keep asking questions I like it !

    Nothing more right now, good luck with your project

  • The game looks really good I like the mix of different pillars that you jump on and the art from the different settings. The flower boss was pretty cool, reminds me of metroid prime for some reason...

    I would say that the game is to easy over all, or rather: you move very little when you move to the side and the platforms are to close to each other because of that. Its possible to survive pretty long by just holding the right button down and wait. I think that it would be more interesting If the character could move X2 or more to the sides, or jump X2 or X4 higher (would require portrait orientation instead of landscape (tate for the win )) so it would be more of a trick to land on the platforms.

    I really like how it feels to land on the pillars and when they go down, its also interesting because you can't stand and wait on the same spot. It also work well with the platforms moving to the sides, and lava balls, requiring the player to time the jumps, more of these would be nice

  • Most of the things you have pointed out where fixed on today stream session and a new version will be uploaded shortly

    Wow, that was fast! Pretty much like how I imagined it Maybe like targets in practice shooting or turrets or something that don't need complex AI?

    Gameplay loop will be a little more vast then that, and im currently working on the story (which have been updated today) which explains what the goal of the game will be, but more story will be added later on.

    Tbh, I usually don't focus that much on the story when I play games, but sounds pretty cool, a little like metal gear? What I was thinking when I wrote gameplay loop was more like how combat would work, like in frozen synapse or XCom, or more rts like, like in starcraft 2s hero missions?

  • Great I think it would work with 1 or 2 levels just explaining the basic mechanics, like swinging without enemies, and then add more enemies and hazards later on. But don't make then to minimalistic, its always nice with some secrets and collectables for replay value.

    Cool song! I'm not sure if it out of scope, but would be nice if you would play some levels above ground in the normal world and then having a level where you challenge the devil, and the level is extremely hard so you basically has to have played the game before to complete it. Then when you lose, you end up in hell and has to work your way up, to later challenge the devil again in the end

  • Cool concept and great art!

    It would be nice with some kind of tutorial level, like with a text box on screen explaining the swing mechanic while you can try it out. I skimmed the text page and then got lost when the game starts

    A tutorial level could also be a lot easier, and smaller, so the difficulty ramps up a little.

    That said I really like the game concept, where did you get inspiration for it?

  • Cool prototype

    I like the effect when you got to decide where to move the characters and in what angle its going to face.

    That said I got a little confused at first when I opened the game. I think you can do a couple of things to make it more clear like: Add numbers / colors on the side buttons for selection units. When a unit is selected make it light up or have a circle around them.

    It might also work to only use one button, to click for position and then hold and release for the rotation?

    What is the game play loop going to be like? Do you have some kind of action points and a set distant to walk?

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  • A falling platformer with generated levels about digitally infiltration of machine ruled cooperations.

    Play Column 5: http://www.kongregate.com/games/ETCLundberg/column-5

    The game is inspired by Downwell, but with shorter rounds and with upgrades that carry over rounds. The current build is a demo, and I want to add more content later on.

    Is the game to hard?

    Does the level up system make sense? If not, any ideas on how to improve it?

    Any ideas on different hazards/enemy types?

    All kinds of feedback is appreciated <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • We tried to find a good in-between for the Bonus. In this new version, there will be a slow down to signal the end of the power-up as you suggested. It will not signal too early to keep the idea of unpredictability.

    The color fade of the power up makes it very clear the background wasn't there before, right? anyway looks pretty cool!

    The slowdown at the end works, but might be a little overkill, I'm not really sure. But would be cool if it speeds up when you take the power up and then slow down just in the end.

    I also like the bouncy enemies, didn't experience a lot of the birds.

    I generally like fast falling, but it feels a little contra intuative on touch. It might be a idea to just fall faster when you release the touch, maybe?

    Good luck!

  • The art is very clean and clear, no confusion on what to pay attention to.

    The climb function is interesting, but it feels a little to slow. It depends a little how the rest of the game will be, if theres a lot of checkpoints and you replay each part a lot, slow climbing might be annoying. But if its a more relaxed difficulty level, its okay to climb slow over the level once.

    I also like how theres no walls at the side, looks clean and a mix up of what you normally see.

    It will be interesting to see more level added, and how the exploration and backtrack will work. Good luck!

  • Cool pac-man variant. I especially like the trapdoors. Hard to give any feedback without having played the original game, but it would be interesting to make some variants of it, but I guess you want it to be as close as possible to the original?

    The screen is not centered on the x-axis, and I think the continue markers can be put on the sides and remove the black boarder on top and bottom to maximize screen space in full screen.

    The AI also looks a little aimless, in pac-man some of the ghosts hunt you, theres no power up here but instead you can hide quickly by the trap doors.

    Interesting to see a remakes of old arcade games. Theres a lot of games, like pre nes, that I have no clue of, so its nice to see some other sources of inspiration

  • Interesting with the level ups and equipment upgrades, a lot of content in the "big feedback loop".

    I think that a lot people might be put of by the lack of "game feel", like particles, big bullets and screen shake. And not play all the way, to experience the rest of the content. I don't think the game needs to be a super intense action game, but I think particles and exp pop ups would make a big of difference.

    I also like the generating shield. Would be interesting if you could do other things with it, like running or rolling. Just to make some mix up in the movement.

    I only tried the beginning, but it feels like theres a lot of content: levels and quests to experience!

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risto

Member since 20 Oct, 2015

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