Nice artwork and a quirky original main character. Keep up the good work!
Nice artwork and a quirky original main character. Keep up the good work!
Liked your trailer for Inimical. The darkened blue hues in the space environment provide great atmosphere. Good luck with your project
Well done for choosing a less unusual art style.
Liked your Kickstarter promo video. It nicely sets up aspirations for what is to come.
Most horror genres use soft light. Using both hard white and the pulsations is fresh and neat.
Hi Victor,
We are a small team with a way too ambitious project and could really do with a helping hand.
We have a visual recruitment poster (10 slides mainly pictures) that will give you an overview of our project. You can find it here on IndieDB.
There is lots of unusual design to be fun and done, promo help would be great too.
Hi Raptor,
Welcome to IndieDB.
We have a visual recruitment poster (10 slides mainly pictures) that will give you an overview of our project. You can find it here on IndieDB.
There is lots of unusual design to be fun and done.
Hi Axsayber,
We have a visual recruitment poster (10 slides mainly pictures) that will give you an overview of our project. You can find it here on IndieDB.
There is lots of interesting 3d to be fun and done.
We have a visual recruitment poster (10 slides mainly pictures) that will give you an overview of our project. You can find it here on IndieDB.
There is lots of interesting 3d to be done and fun.
Hi and well done. This is a neat and tidy game. Nice art. The direct challenge of the AI nemesis is a different maguffin (story hook) than usual. The Droid battle room shows a polished art style that mixes well with the city environ outside. Combat menu is intuitive.
2 minor notes:
a) Z,X,C is awkward for most especially the smaller a keyboard gets (i.e. Laptop, tablet keyboards) and Q W are not near. if using arrow for direction suggest A,S,D as this allows easy use of [SPACE] also. Arrow keys on laptops also have miniature up/down keys. You could go for the one-hand option W,A,S,D directions. E-action Q-back and RT as the other two.
b) When reading texts such as the 2 training manuals do not drop the player out of the menu after each article. It frustrates the players who are actually interested in the Writer side of your personality.
Again, Well Done, great work and keep going.
Hi David,
Wishing you the best for your public beta launch.
not sure if you a revenue model - if you are formalizing one, the in-game sales, as annoying as it be, tops all the other models.
When I get to this level of development I'll be really chuffed with myself.
Best of luck with the launch of your Public Beta
I'm impressed by the depth of field here, which others often can't produce when low lighting a scene. There is detail in every scene, another plus. Well modelled, rigged and textured bots & monster. When they blend together the overall atmosphere is stunning. Nice work all. I have u tracked and followed.
This very good work. The style of ambient lighting with a good solid shadow cast is not common in top-down. Their is also some nice physics in the weapons and I really like the break-up of the snaking Dragon. Look forward to the downloadable. Great art, keep it up!
I love to give advice when I review a game but this team knows what their at. Smashing intro. Thx for the tour.
The particular way turn-based is used in this game brings an interesting dynamic.
Becuase of your wonderful glitzy colorful Menu Screen, I have one suggestion. In-game scenes lack of detail/color disappoint when compared with menu. Using non-collidable sprites for perhaps plant pot or banner stand, a gong,painting, etc. at wall edges and mid-floor. This should allow the introduction of a little color without any design overhaul, just let monsters and player walk straight thru them.
Best of luck with completing and launching your game
I instantly have a lot of good things to say about your game.
Firstly, and most importantly for me, the art is a great execution of what pixel art should be - from the colorful tree we start under, to the insects, faeries themselves, the background bubbles and wonderful lilac mottled sky. Music fits warmly into the scenario. Color palette stands out from others.
suggestion: keys are too spread - shift space and arrow keys are a three handed configuration and for users using a touchpad mouse they wont be able to attack [left-click] and jump[space] in sequence. My preference is always a WASD config because again laptop sometimes half the size of the up-down arrow. People can easily reach keys like E, tab and even space(with thumb) + esc (to read journals) is normally instinctive aswell and in a one-handed configuration you can play while drinking coffee or picking your nose ;).
I do not know how long away your estimated release date is, yet I would like to offer my services to do Press for your game. I am looking for experience at this and have a background already in web marketing.
Regardless, I encourage you to keep working and enjoy what you do.
Like the protagonist, the music and the art.
Suggest:
1) change keys [W]=up [E]=change color [space]=jump (can play with one hand now and better for lying down on couch ;)
2) [ESC] for menu. Call me biased, EVERY game should use ESC for this.
3) [J]attack help icon at beginning of level, I could be dead before I reach it.
Your game has potential, and the minimalism means it already has some polish. Keep up the good work.
Firstly, I like your parasites, good art. The music is ambient.
I only have one major complaint and thats where blood cells yield no DNA. If this is intentional, I suggest such cells dissolve into platelets when touched.
Other suggestions:
1) make warriors/workers smaller in size. i.e. the worker should look like they are visiting a cell, not in wide orbit.
2) main menu >> indicator triangle too small.
Nice feel to game.
Suggestions:
plain text ok, but shadowed text hard to read. Offset shadow by 1px only.
Snow icon is too thick to be appealing, reduce size.
Bug:
tutorial >> I walked to very NW of map but right/down keys would not let me walk back
I think tomerbarkan has given fair analysis and advise here and I agree, 'focus on whatever will explain how to play' now. You have put good effort into this work, keep going.
This is a neat intuitive world builder. Robby's music is very fitting. Tidy work, well done! [win8, no errors, lightning performance]. Added to my twitter
Win8, smooth run, no errors. Tech Tree was easy to follow. The quiet ambience of the music suited. Its only a personal taste, no critique, I would enjoy either a larger map area or a scaled up tile size. Good luck with your project.
Played through your Pok Alpha. No errors encountered. Tutorial is smooth. Pokians are unusual (we like unusual). Neolithic period is fresher than other RTS timezones. Unique feature I liked was the Hexmap Rainfall.
No errors found. Nice artwork. Mechanics all seem good.
I'ld like a more obvious hat on the protagonist, it looks like a ball from one perspective.
Good work all round
No errors experienced. Smooth mechanics. Insanely easy though. Keep up the good work.
It seems you have the building blocks in place, so well done.
I find one aspect complicated though: when I build something and then click it, it automatically dismantles. Am I doing this wrong?
Nice and neat. Prompt loading. Good artwork. The physics of the lamp is nice. Perhaps light sources like this could be used elsewhere to give a different "look & feel" then the likes of games like Isaac.
Keep up the good work.
etherflows
Richard joined
Ether: A catalystic agent in the making of stardust.