|General Projects Feedback and Suggestions Thread||Post Reply|
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|Nov 5 2013, 1:03pm Anchor|
Hello gals and guys!
The thread by Grim_Jester (http://www.moddb.com/forum/thread/play-test-for-me-and-i-will-return-the-favor) inspired me to open up a more general feedback thread. The basic idea is to give feedback and suggestions to the person above and then share your own mod/game/project, which will then receive feedback in return by the next poster, who will also share their content, and so on. So you review the content above and get a review in return! The only rule is there needs to be some alpha or beta content; an idea or concept alone is not enough.
Because of tldr I did not read any of the other comments. I just went in and played. I must say, your game is already quite addictive! I played way longer than ten minutes thats for sure. Even though it's based on an ancient game it feels fresh nonetheless. I was a bit intimidated by the menu at first, but, taking into account you are at an early stage, I figured out what to do fairly quickly. If anything, the interface could be a little less, errr, text based.
With that said I'd love to see the upgrades have a visual effect on the ship, i.e. increased weapon strength = longer barrel etc.
I'm also gonna go ahead and assume the enemy AI will be moving left and right rather than going in a straight path? Another thing that could be better is that I could often manage to kill the front rows of enemies but than the rear would be too close to hit and I'm forced to just let them pass by. Seems like the ships could be spread out a little more, or clustered in smaller groups. You might want to consider some small v formations to make the gameplay less repetitive. Think smaller waves within the waves.
Now one reason which made it a bit more tedious to play is the strange size of the game window. Could you somehow make it go fullscreen?
Oh by the way this is a pretty damn difficult game! Might wanna ease it up a bit for the early levels (one hit kills at first pls).
If I think of more I will add it to this post.
I'd love to get some early feedback on my Far Cry custom singleplayer campaign, ZDAY. The videos total in at about 9 minutes.
Edited by: GC_Vos
|Nov 9 2013, 4:10pm Anchor|
Good idea for a thread...similar to feedback fridays on reddit. I don't currently have a project I can show off, but I'm watching through your videos.
That said, I love the gameplay video. I haven't actually played Far Cry, but the different elements of gameplay available make for a really awesome zombie survival game...namely the ability to sneak through various situations, instead of always running and gunning. The map is impressive! Do you have any plans for different zombie animations? or is that getting too complicated? They look a bit casual hanging out, haha.
|Nov 9 2013, 4:34pm Anchor|
Thanks for your feedback! Just send me a message if you do have content you want to share.
Audio is a totally valid point and I'm actually kind of glad you brought it up. I do not have many other sources for sound effects but L4D. I've searched websites like freesounds but I have yet to find a good quality substitute. So if you have any suggestions feel free to share them.
I will probably be doing VO myself; I may also try to find a voice actor when the time is right. The script and storyline need some work first.
I'm not a modder myself (I consider myself a level designer) but I do think animations are hardcoded into the game i.e. they can't be changed.
If anybody else wants to share their content feel free!
TKAzA Community Manager
|Nov 9 2013, 4:54pm Anchor|
|Nov 9 2013, 7:44pm Anchor|
I have a few ideas... audio is what I do for a living! haha. I wouldn't mind helping out on my free time, if you're interested. I consider monstrous creatures to be some of the most fun things to design sound for. That and creepy ambiances. The zombie genre is definitely my cup of tea, as it were.
Gotcha, wasn't sure if that was something where you could reference figure animation scripts from a different game or something.
Edited by: BombadeerStudios
|Nov 10 2013, 5:53am Anchor|
Thanks for the offer! I left you a message
No scripting in Dunia unfortunately. Would be awesome though!
|Feb 17 2014, 9:46pm Anchor|
I'm sad to say that due to tunnel vision, I missed a thread that I helped inspire! I'll add it to my watched threads list.
Unfortunately, this has stalled at the moment. Let's fix that. Bombadeer was the last person to put something up, so here it goes:
Bombadeer, I checked out your monstrous creatures vid. I played Half Life a long time ago, so I don't remember the vocals, but your vocals seem to be as good. Considering that you only used your voice, you deserve extra points for that. I'm sure that a big studio has a lot more people involved.
Your horrorscape, Halloween track was fitting for the genre. I feel like it's pro quality, but I think the real test is to hear it in a game that you've been playing for 20 hours. If it isn't grating on you, then it's awesome! Have you worked on any titles that I know about?
Is your site down? The link isn't working.
I am still working on It Never Ends. I'm at demo 15 which you can check out here:
I update every two weeks. Next Sunday's update will feature a huge, in game, hints section, a hi score table, player ranking and as many achievements as I can fit in.
Let's keep this thread alive. If you want feedback (and you really should), it's only fair that you pay for it. In this forum, we should all have a passion for game development in common, so let's at least share our opinions.
|Feb 18 2014, 6:08pm Anchor|
Let's revive this thread, shall we?
Bombadeer, I know it's like, 3 months late, but... your Halloween track is beautiful. It fits the theme and it did manage to make me feel... chilly... by listening to it. As for the VO, I can only say: good job.
As for the Grim_Jester... wow, that's massive change compared to your old demos. I see that you get rid of multiple systems, leaving us with only 3 of them. How good is that change... I actually don't know.
With that out of the way, I have a request of my own...
In the meanwhile, I've been working on something simpler:
|Feb 18 2014, 7:24pm Anchor|
Thanks for your Time
|Feb 19 2014, 2:59pm Anchor|
Theocade. I responded to your original post in the other thread. I'm glad to see that you made it here. To sum up my last response, it looks good. Can the player become snow blind? I'm also wondering if the game has anything to do with surviving the cold, or are you simply lost?
Is there a demo we can try?
Aurioch: I hope you finish Tank City. A break is all you need, but if you wait too long, you know what might happen!
I played Bouncy Ball. At first I thought it was not my type of game (I usually need a theme, and dislike pure reflex games), but something made me stick with it. The first few levels have a nice level of challenge and a reasonable learning curve. The levels are designed to teach you as you play, and there's quite a bit of skill acquisition as you re-attempt each level. The quick restarts and limitless lives help limit frustration. This means that each time that I play a level, I get a little bit better. I like that.
Unfortunately, I hit my limit where you do that long dodging drop down the left side, and then have to do a series of horizontal bounces across the bottom. I think it's the 4th level. I found the horizontal section extremely difficult, and quit out of frustration. Being able to choose power ups might help a player who dislikes a certain aspect of your game overcome "unreasonable" levels (this is sort of like the Nuke in my game). Instead of lives, the player can have access to certain limited modes that allows him or her to break game rules.
|Mar 2 2014, 8:20pm Anchor|
Damn Bouncy Ball is addictive... But man is it unforgiving as well! It's probably me but I find those horizontal corridors in the first level are hard to get through. I've been playing for almost 20 minutes and I keep failing in the zigzag bends. But again it's very addictive already. Perhaps add a simple opening level?
Autumn looks very stylized! I like the desaturated look and going for bright grey instead of the usual darkness. Do you have any gameplay online? Also does the entire game take place in the park/forrest or do you escape from it eventually?
I played version 16 and it's much improved from the last time I played it. I see you've further improved the interface and added a lot of different ships. Love the
Edited by: GC_Vos
|Mar 3 2014, 6:53pm Anchor|
Gee, I'm suprised that people actually like that simple concept
Autumn trailer looks beautiful during the first part (one near the house). And for the second part... I like as well that it's rather desaturated as opposed to "almost complete darknesssssss" most survival horrors these days are going for.
I don't know why, but Dead Cry reminds me of Quake. Truth be told, I didn't play Far Cry (no money as student + not that much interested in FPS games anymore), but Dead Cry has piqued my interest. Just one question - will the whole game (mod) be that dark?
|Mar 4 2014, 9:10am Anchor|
Well the mod does darken the overall look of the game. Far Cry 3 is quite bright by default. With that said, this is one of the darkest levels, along with the swamp which is almost pitch black. Other levels take place during the day and are much brighter. This is also part of our goal to make each level unique and different: Youtube.com
Edited by: GC_Vos
|Mar 11 2014, 8:51pm Anchor|
Wee, I've managed to roll a new build, and changed name into something that could become more appropriate.
This demo features easier levels, two new tricks, functional Options menu and one nice suprise (no, not graphical update). I hope that next version I'll manage to get or make some decent sprites. For suprise, let's just say that I made F1 and F2 functional. Also, I've refrained myself from making too big levels as my level editor has many quirks I need to remove before proceeding.
As always, feedback is welcomed. I also have 3 questions: is it game fun, and should I make an entry for it here on IndieDB. And would you like to see it on Linux, MacOS, Android and iOS.
|Apr 16 2014, 10:03pm Anchor|
Facebook.com ChopperYour mission today - STAY ALIVE !!The most awaited helicopter game free! The gameplay is very simple. Touching the screen will accelerate the helicopter to move up and releasing the touch will drop the copter down. You shoud avoid the helicopter touching the Hurdles and the walls of the cave on top and bottom.Featuring:- Simple play, tap anywhere on the screen to fly- Global Leaderboards- Cute graphic style- Gameplay recordingBe a Top scorer, and challenge your friends!!Available on the App Store.https://itunes.apple.com/us/app/just-chopper/id854833319?l=ko&ls=1&mt=8by Cookieplease.
|May 13 2014, 12:11am Anchor|
We are a new start up and just began running three Fistful of Frags games on our servers.
Is there any suggestions that the community has for us. We are working towards a full launch in the next few weeks so any ideas are valued.
|Jun 12 2014, 7:25pm Anchor|
My new project.
Any feedback appreciated
|Aug 8 2014, 4:33am Anchor|
|Oct 16 2014, 7:23am Anchor|
Hey everyone. I want to share a little bit info about my 3D platformer I am working on. I think this genre is dying now and It is my favorite genre by the way, remember all good times playing ps1,ps2 Waiting for comments- opinions, critics and advices! Thanks. I plan to make a IndieDB Page with this game and post game progress
First gameplay video (Controls test)
|Oct 28 2014, 3:44am Anchor|
Edited by: Tim_Z
|Nov 9 2014, 9:12pm Anchor|
Hello Tim_Z, I tried out your BubbleApp and it looks like a fun first game with a lot going on.
We are actually working on our first game too. It's called Sol Avenger. We have a trailer on youtube and of course on quantumforgegames.com
In Sol Avenger, a united Earth has begun to colonize our solar system. You can choose between a male and female pilot, and both happen to be far from Earth when craft of unknown origin lay siege to our precious blue ball, and one by one the rest of the planets in our solar system fall under Bivalvian alien control. Your pilot will explore the sandbox world of Sol Avenger. Do the storyline at your leisure and when you are on the go, you can enjoy all the expansive universe has to offer.
So we have done a lot of research about the best times to release a kickstarter and we have decided on early 2015, in February. Depending on how well we do, the game will be released at some time that year. The game certainly is in alpha and it plays really well both on pc and out Galaxy phones. One of the really promising aspects is it is already fun to us, as well as other gamers we have let play it.
So this will the first post of many. We are really excited to see the community interest and get people to take a look at Sol Avenger.
|Dec 17 2014, 10:50am Anchor|
Hey everyone! Thank you for this thread as it helps indie developers like ourselves showcase our games/projects to a wider audience around the world
I just released an Android (iOS in January) arcade beat em' up 2D game just a week ago titled "Momentum" where players fight off endless waves of enemies by swiping or double-tapping them. The challenge is that players have a depleting Momentum bar overtime and to prevent the player's Momentum from hitting zero, they have to fight. A queue of moves will be displayed at the top and players have to perform the moves in the main square in order to gain Momentum.
Here is my game on the Google Play Store This is the basic concept of my game when I first drafted it out. I assure you more updates will roll in including tweaking the game's mechanics, enhancements to make the game feel better and more content like new modes, environments and maybe skins! (and of course bug fixes)
I hope y'all can give my game a shot and provide feedback on my game on how it could be improved or just general comments/compliments I'm an entry-level indie developer from Singapore and this is my first game. Our game industry here is still extremely young, let alone the indie game community. I hope to trail blaze indie game development and inspire like-minded folks in my home country by starting off on this path and I hope y'all can help me on this journey
|Dec 23 2014, 2:40am Anchor|
|Mar 5 2015, 12:40pm Anchor|
Let's start again with the approach of GC_Vos and some useable feedback to the above projects.
I also watched your current video and took some notes
And yeah! Show me more ships, weapons and abilities. In your video, give me a quick tour on what will be in the final game or what will I be able to unlock etc...
->-> I'm now
All in All the game feels good. No lags, no graphic errors, small and simple installation. I would also accept some advertisements between the levels. I don't know if you monetize it in some way?
I would love to see more levels, level up my hero, perhaps have the option to unlock one ability per level and do some other cool action jumps and kicks.
->-> I'm now
Those two tests and texts took me 27 minutes, including playing one of the games. Hopefully some of you guys find the same time for all the other projects as well or for my one .
It combines the players passion for Hero Units from „Dota" with the beloved tactical fighting and moving behaviors from Starcraft - but without any waiting times for matches to begin!
We aim for first gameplay tests in June/July. To get news about the upcoming tests enlist now for our newsletter.
or follow our social portals.
Very excited to hear your thoughts!
Edited by: Meister_Wolo
Use this chance to support a highly innovative tactic game. No other strategy game allows you to connect in a running session without having some huge disadvantages ingame. Submerge offers you no more waiting time in the lobby and no more searching for players. If there is a running game you can just join without handicap. Play the way like it still exist in many third person shooters.
|Mar 7 2015, 7:59am Anchor|
I'm interested in teaming up with some other people dedicated enough to work on a Dune mod. I've been considering how the experiences would differ depending on the game used. I've been considering these but am open to others:
Mount and Blade:Warband
I am not code-savvy but I am particularly interested in story and other content. My friends who make their own games don't share my connection with the Dune books and this should be a project from passion.
Firstly, how does someone connect with the necessary people to make this happen?
I'll make a thread for this if there is any interest shown, but I'd love to get people's input into what they'd like to see happen or be avoided.
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.