toythatkills
Member
XBLIG is all about DLC Quest at the moment
Here is an Astralis gameplay trailer:
Astralis Trailer
With an accompanying preview:
Astralis Preview
Thoughts welcomed
Here is an Astralis gameplay trailer:
Astralis Trailer
With an accompanying preview:
Astralis Preview
Thoughts welcomed
Hmm. I'm a bit torn, as I liked the old EDF-ish "Fight Huge Swarms!" feel from the old trailer, but Over-the-Shoulder does look like it's more solid, and the camera-work seems less jarring and mechanical.
They give me different combat expectations, however. 3rd Person makes me ok with "shoot at & watch things die!", while more 1st person makes me really, really want to see some location-based damaging on enemies. (I wish every shooter had Binary Domain's damage systems, lol) That's probably stupidly over-ambitious here though, haha. The Weather and World itself are already ambitious enough!
Your Gunplay overall looks fun for it's style; Some good kickback and stopping power, nice bloodsplatter, good sound effects for enemy death, nice bit of animation for their reactions. Kicking flying Mouth-things in the Teeth should always provide some satisfaction!
How long is the game expected to be? I ask this less in a "lol, 2 hours, that sucks!" kinda way, and more because I wonder at how events and new item obtainment will be paced. Will we still get to fight some of thos bigger enemies shown in the old trailer? Are there any boss-like monsters to fight, or are they just variations of the same "class" of enemy?
This Death Goat game has the worst trial I've ever seen (among games that are actual games with content and effort and all that).
Starts off ok enough, you can pick one stage, one character, one song. Then you start playing... and then you stop playing like 20-30 seconds later and are prompted to either buy the game or return to the main menu.
I don't know how they expect to sell a single copy based on such a tiny limited amount of gameplay. Especially given the genre and price. It'd be like if Z0MB1ES was $3 and stopped before the song even got to the "I maaaade a gaeeeeme" part of the lyrics.
Looks solid. I didn't see any jerky camera common with some indie first and third person shooters. Looks like a sort of Fallout style game.Here is an Astralis gameplay trailer:
Astralis Trailer
With an accompanying preview:
Astralis Preview
Thoughts welcomed
Top down games are a thing of beauty, I can tell we have a shared appreciation for them. Moving towards an over-the-shoulder camera allowed us to improve the aiming, particularly on the vertical axis, while increasing the draw distance. Players are able to pick up and play now, with the crosshair responding as they expect it to. It feels important for the controls to have a comfortable familiarity to them.
Location based damage - this is an interesting one, it feels like their is potential there, yet its easier on humanoids with limbs == low, torso == medium, head == high. Any thoughts on how to apply this to our creatures, with their alien physiology?
Thanks - the kickback to the teeth was something we debated a bit before implementing - a key part of it is having him leap forwards as its performed, so that you connect. It's a nice 'go to' move for when your in the middle of reloading, but being menaced.
Our goal is intensity, with longevity coming from multiple difficulty levels. You'll be able to complete Astralis within a day, but at what threshold? Finishing it once makes the gunplay mechanics clearer, allowing it to be approached again on a harder setting. Weapons, and ammo management are important to the pacing - sometimes you'll want to preserve a secondary weapon with full ammo for a specific area, or return to that area once you've located the right weapon for it.
As we progress, I'd like to examine some of your other points - they are thought provoking.
Much appreciated, we'll be reflecting on what you said.
Looks solid. I didn't see any jerky camera common with some indie first and third person shooters. Looks like a sort of Fallout style game.
I notice there seems to be no real AI and the enemies always swarm towards you in a straight steady line. I'm fine with that. They react really good when getting hit and I like the look of the blood spray. Graphics look great. The boot is awesome. Music is good too.
I'm interested, when it comes out.
Took me a few days to get back on this, sorry! Lets see...
Maybe shooting a few shots in the tentacles could stop / stun them for a moment, and a direct shot to the center of the mouth would cause an instant kill? Being able to disorient them for BOOT kills, or just to get them all stuck in once place for Explosives, would be fun stuff.
Random thought, but it'd also be funny if randomly, a kick kill would result in all their teeth breaking, and they'd just fall to the ground, frowning, haha. That has little to do with this, but the question made me ponder "what would a non-lethal takedown on a walking tentacle-tooth monster be like?"
Took me a few days to get back on this, sorry! Lets see...
Oh, and I don't know if this has a place in such a game, but adding some fun gun unlocks per difficulty completion would be great, too. Even if it's just the option to use an unlimited version of a different gun per difficulty. Beating all of EDF's Difficulties, to eventually get that Genocide gun... it was just great. "You've seen it all, now why not blow it all up?!?"
We hit 30,000 sales so Arcadecraft is now on sale for 80msp!
We hit 30,000 sales so Arcadecraft is now on sale for 80msp!
Thunder Moon has the weirdest (and most annoying) voice chat feature I've ever seen.
How come Gateways is a classed as a new release and I'd have to purchase it again?
I was ready to release Gateways about this time last year, it had passed peer review and I was getting ready to push the button to make it appear on XBLIG. Then the guys from the Indie Uprising got in contact with me and asked if Id be interested in joining them for the next uprising. I thought that sounded like a great idea (and it was) so I held off releasing the game.
As I waited for the uprising to kick off I started making a few changes to the game. A few tweaks here and there and a few bug fixes. Obviously I wanted to get these new changes into the release but there didnt seem to be any way to do this if the game hadnt been released on the system. The only option I had for Gateways was to release the game.
It seemed the only solution was to create a new project called Gateways! and use that. I would simply write off the Gateways project (there didnt seem to be a way to delete the project) and never release it. It would seem that today Microsoft have made that decision for me and it got released. I can only presume there is a time out of a year on all projects that have passed peer review.
Im not sure what to do now. Like many XBLIG titles, Gateways (or rather, Gateways!) hasnt performed well for me. My App Hub membership ran out in May so Im now unable to get in and make changes to any projects. Im not planning on releasing any more XBLIG titles so Im reluctant to fork out the money to rectify this problem.
I meant to post in here about that. Yeah, it won Dream.Build.Play 2012 but it never received an XBLA release. It's probably the swan song for XBLIG.So, did anyone else play One Finger Death Punch?
It's actually quite good. Silver Dollar finally put one together I enjoyed.
I meant to post in here about that. Yeah, it won Dream.Build.Play 2012 but it never received an XBLA release. It's probably the swan song for XBLIG.
So, did anyone else play One Finger Death Punch?
It's actually quite good. Silver Dollar finally put one together I enjoyed.
This is another game that deserves it's own topic! There is now a PC demo available, and the full version will be out on PC through Desura soon.
I am going to play the demo on Twitch.tv for anyone that wants to check out gameplay video of this. I have one video up so far, and I didn't do my best at it, but the game gets faster the better you do (even in the PC demo) up to 250% faster, so I am trying to get to that in the demo, and will be playing that on Twitch until the full version comes out, then I will be playing that.
http://www.twitch.tv/mrmojorisin316/b/426079283
P.S. This game is so amazing!!
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And no, I don't work for them, lol. But I did trade in my PS3 for a 360 so I could play this game in all it's glory on my HD TV. But for those that aren't crazy like me and don't have a 360, this game should be coming out on PC through Desura within a few weeks. Do yourself and the devs a favor and buy it as soon as it comes out!
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First, the game IS super good. There is something infinitely satisfying about the simple gameplay. And you're right. People definitely need to check this out.
But I can't help but focus in on the fact that you traded in your PS3 for an Xbox 360 for this game specifically?
Well, there wasn't anything else I was really playing on my PS3 and there were other games that I had wanted to play on 360, but this game was the deciding factor, yes. And I'm not regretting it one bit, btw. OFDP is literally the type of game I have always wished would be made.
All of you guys have murderminers right?
Well, be sure to explore many games on the Indie Channel then. There is a wealth of good games on there, if you can weed past the garbage. Our earlier threads are a good resource to pick out the gems, as we already did much of the leg work for you