Very cool and original. I hope you have plans to extend the game, in content and scope.
A question, what were your influences behind the game's design and aesthetic?
Very cool and original. I hope you have plans to extend the game, in content and scope.
A question, what were your influences behind the game's design and aesthetic?
Intriguing but again, you're reaching with that price.
That's a shame. And, odd. Like another said, devs will much more often than not push on and find a way. Indies make games they themselves want to play and make them out of their relentless passion. They don't throw the towel in after a Kickstarter falls through. The luxury didn't even exist until recent times and yet, indie games made release. It's not a good look to ditch the project so readily. And, this is on your record now.
The descriptions of this 'new game' all over the place need to be explicit about this fact. It's confusing.
The minions 'turret' you can place, the little robot dudes it generates. You included them for a reason, hopefully it wasn't just for diversity! The player could decide to sacrifice a nearby turret placement to put down a new 'turret' that buffs the little robots. In very general terms, the player loses the advantage a turret provides and gains further strength in their roaming, robot force. They strengthen whatever unique aspect those little guys bring to the battlefield, that which is the reason you included them in the game.
I've had momentary, superficial thought about this idea. I haven't got a characteristic scenario to frame the new unit within. You'd be better at that, knowing the game inside and out as you do. I've just given it the summary, strategic thought. It adds another dynamic and element to balance out.
As for what specific buff would be applied, that could be one of many. Take your pick. Random choice of the day: a tesla effect that causes enemies attacking your little robots to take damage. Electric thorns.
I hope you can find your way through this reply of minimal substance.
If you're ever actually short a real, integral idea, throw me a message. I've got them coming out of my a.. I've got plenty and can develop them further than this fleeting instance.
Happy Monday.
You didn't quite get there but a commendable effort guys. Review posted.
*has excellent communication skills and an eye for detail*
Yep, seemingly Advance Wars with a new theme.
The current state of the game is that of a demo or maybe, an extended one.
I abstain and present another-
Suggestion: A placement that gives bonuses or abilities to nearby little roboty minions, whatever they're called, based on the type (and number) of other placements within a certain proximity.
Apart from that, I'm waiting on content. And another thing (!), it looks like a massive chore to work up to the quantities of diamonds required for further upgrades, post-missions. The figures are too high.
You're going to be asked about ripping the look of The Binding of Isaac over nine thousand times.
It's understandable. I'm just suggesting you reconsider.
The aesthetic alludes to potential. What are you aiming to make of the game? How will it differentiate itself from Dwarf Fortress?
A tip, the stock sounds stand out. It'd be well worth throwing a few bucks at someone.
A great game and excellent, supportive dev behind it.
Between this and that stunning video, why am I here.
Who did the song for the video? It's very decent.
Hot tip: it's currently 50% off today at Steam's sale ;)
Can't wait to give this a whirl.
I just realised, I may've interpreted that the wrong way :D Need sleep! If you want suggestions, as I mentioned, differentiation would be the first thing to hit. I don't know how well you've incorporated sound into gameplay, which would be a great way to minimise any visual changes, but apart from that some well thought out colour would go a long way. If you were flexible with the highly retro Gameboy look, you could make minor changes that'd really bump up the immersion, such as colour or more animation without dramatically rewriting the style you've chosen. Also, keep in mind the power of contrast, e.g. you can use what you have now as a backdrop to elements you want to stand out. And, these changes would add some depth to the world and it'd be a lighter load on your players to decipher what's going on, i.e. currently it's tantamount to a rough UI. Nostalgia or revisiting a simpler era must be important to you but you've gotta weigh that against the interface and meaningful gameplay. Don't get too carried away making a visual masterpiece ;) You can always make small, separate art pieces that go all out if you're really keen on that. Oh, and resolution. Not a game breaker but that's worth consideration.
That's all I've got, I'm on the end of an allnighter :0
*part two :0*
This trendy focus on and look of indie visuals and poor player expectations combined with lower cost to consumers and the rise (and requirement) of quick, easy digital distribution makes these games sell and sell well, merit aside. Any old crap or vapourware can be shoveled away - even extortionist 'premium supporters price' purchases of games in Alpha. This is exacerbated by the endemic conga line of impulsive and ignorant comments by lemmi.. people, who often haven't even fired up a demo, telling the world how beautiful the game appears or whatever other unfounded thought pops into their minds. The community feedback on this site should almost always be ignored. To be fair, you could also apply this rule to Steam (discussion of and Metacritic by association), or wherever else (lol@gog), but I find the problem is amplified with Desura and indie games due to the above, the nature of this particular market. That and Desura's inaction addressing the problem. It'd be great if they made something worthwhile out of the feedback system. Not that I expect any improvement, though, as I'm sure all the false information sells a ****-ton of pulp.
I said the aesthetic was inspiring. It has its positives but ultimately isn't a great choice or could be improved on.
*tangent!*
Saying I should comment on the visuals was a jab at Desura (mostly). It has a really poor rating system, in large part due to the nature of the games sold here and the audience they attract. So many titles are given high ratings in anticipation of features the audience imagine will be added, i.e. their fantasies. There is some truth in expecting inclusion of player popular or requested features in indie titles but it's often in error. These games are based on each dev's motivation to create a game they themselves want to play, as it was in the early days of the original industry. Well, less and less as the indie scene continues to become more commercialised. The first new generations of games college graduates fresh off the assembly lines with their bland, formulaic and gimmicky products are really hitting us now. True indies, though, designing games, as a player, primarily to be fun and not by a designer under the lash of a businessman who wants a money generating psychologically abusing poker machine, are more receptive to player requests (demands) and more likely to implement features as prioritised by their raw enjoyment or novelty. wootlongsentencesbl. But anyway, the chances of someone's gaming dreams being shared to the letter and demands being met by each dev still aren't great. You lot shouldn't be voting on speculation! Also a factor in the ratings and perception, indie devs are in a position where they can't afford high fidelity production or don't want a game with its feel. They consequently make the most of lo-fi stuff which relies on style. They can sometimes really ride the divide between games and pure art. Some fall right over and make art games (yay) but that's a tangent within a tangent! The result is a lot of good looking games. Not a pursuit of realism and complexity.
Inspiring aesthetic, with a few issues, e.g. differentiation. The retro has been taken too far, though. That's all I've got for now ;) it is the thing to do - comment on the visuals here at Desura, right?..
Gameplay, a suggestion as to what the game is about visually and audibly, a reason to buy it or follow its progress, etc.
Such a big industry trailer. Nothing to see. Try again.
I don't know how you came to that conclusion. From Dust was excellent.
Hah, those voiceovers. Good effort but they could be done more professionally.
stuntaneous
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