Been a long time lurking, decided to join to making tracking/watching mods, and indie games far easier on myself.
huh if I didn't know better I'd say this sorta thing was from teragen o.o from -way- back when, unno if the program still is around.
It actually butchered the specular (hell there isn't any at all) on the last image, and the details looked great on the first image before the shader. The only one that even received a -small- amount of improvement was the middle image.
God, I'm -still- torn between preordering this or NS2, just to get access to the engines!
"Mareep, Ariados and Pokabu!" who the hell lol, why, back in mah day we had Pokemon segregated by color! Red, Blue, and Yellow ;)
Love the Tris on the corner right?
good lord, I went into a trance watching that video, I loved it to death but, wow xD
Gotta say, looks brilliant, can't wait :D
I am not even sure what you just said.
In an attempt to translate your failure at the English language; Why didn't I get UT in the firstplace! I'm a fan of Armored Core and this mod fills AC's promise to create a port for the PC. Now, sadly, UT3 is unavailable in my country and I'm to lazy to check the main page of this mod, to see it's being released on the UDK :P
Thumbs up for barrel weights *thumbsup*
what on earth are you talking about, with the *possible* exception of the floor, I don't see -any- HL2 stock textures.
'Stick' Magazines are over-rated ;) :P
I have one on a Para USA TTR ^^ looks amazing on a dedicated marksmans weapon, but terrible on your typical Assault Rifle.
You've come a long way! Glad to see your mapping, just started doing mapping myself in the UDK, takes a bit to get into eh? (yes, I know your in source, but it's similar in manner you go about creating maps) xD
Also ignore the negative comments your Locust, there's only so many ways to do a Vertical Take-off & Landing Craft, and what've you've done is on-par with the current developments in small-unit/small carrying capacity designs.
Perhaps posting up some Wireframe/X-Ray views on the Rifle would help get you some crits? That is, if you're looking for them :P
It's just his Monitor. Running a 26" LG @ 1920x1080 and I can see everything pretty easily.
Detail mapping is a bit to strong in my opinion, at the distance the character is currently standing at, the texture shouldn't be that sharp.
Amazing texture artist you guys got! Also chainfist ftw.
Looks good for a WIP, although I'd like to point out that the highest quality of dragon skin can borderline stop a .50BMG or even a round from a M19 in the right circumstances. Hell, 12g will feel like a kick in the chest but low to moderate quality Dragon Skin would stop it, to the best of my knowledge they've gone so far as to throw a live grenade under the stuff, weigh it down, and have it go off, and it -still- wasn't 100% ruined.
And as a side note, modern Interceptor Vests, when properly worn with the plates in pristine condition, can stop up to 7.62x51 on Center of Mass impacts. 12gauge, in some parts of the world (norther part of north America particularly) is the common hunting gauge for medium to large game animals. While Marines & the like tend to Train with 12 Gauge ammunition for breaching, clearing, and hostage rescue drills, in some cases 10g is used with particularly devastating results, although even then, I can hardly imagine it being used as an anti-'hardened' infantry weapon on the future battlefield.
Probably one of the few rounds that could penetrate it (Dragon Skin) would be some style of Sabbot/Flechet based round, DU core/Penetrator, for a futuristic taste perhaps a ceramic/composite casing on the shell itself to better stand the stresses of the initial 'blast' pushing the round out. After all it'd still have to be moving incredibly fast, as well as the initial amount of propellant would need to be scaled up drastically to counterbalance the weight of the DU Penetrator.
On the modeling side..
Stock needs work, although i can only imagine you'll make it taper a bit better, configure it out to be more of the classical full stock & pistol grip.
Assuming the ejection & feed port is on the bottom of the weapon? Also I assume this is a High Poly asset designed for use baking to a Normal Map? Because that's a lot of geometry/triangles to be running on the muzzle there.
exactly what I was thinking of, DS9 inspired?
seriously, you start your own mod, or rather seemingly take over a mod, and very unprofessionally start bashing other people's work? Brilliant job there.
PLEASE tell me this is sarcasm! xD Have you -seen- the rest of the game? This is bloody epic, love the work.
Youguys made me buy a HD5870 just for this mod *thumbs up* xD
Quake 2s intro level!? Bad ***. God if you guys are looking for a modeler or anything let me know, I won't be around for very long but I'd love to helpout.
Well actually you haavee...
This may come across as rather odd, but the overall fell of Aperture science (or rather, the test areas your limited to in Portal) felt..airy, light, and I hope this mod can capture the lighting & mood that set the 'feel' for that environment, but eh, either way you've earned yourself another tracker :P
God that was -years- ago xD Back when NS2 was first announced, to the best of my knowledge, it was supposed to be a HL2 mod :P I think that's what he's talking about.
Always wondered if the 'legs' where curled due to bones or they happen to be modeled that way, nicejob!
"The Glave" Anyone? ;) :P
So I assume you've played this release then?
Honestly wasn't the 'first' release declared Late Alpha/Early Beta -anyway-? I mean hell, if you look at 90% of the games on the market, from Alpha to Finished Product, they go through unimaginable shifts.
Hell, Halo was an RTS for the Mac & Half Life was about a character that looked rather Space-Biker-Ish.
So again, I must ask, have, you played this release? Because the gaps between releases, tend to cause dramatic changes in both gameplay style & mechanics.
To the Orion Team/Spiral Studios, looking forward to the release guys!
Oh and P.S. - Kickass Soundtrack.
Ah Metro 2033, and of course Call of Pripyat, both amazing games. Are you playing with any mods on COP? (Meaning you personally, not asking for an official endorsement of any of them :P)
Really glad you guys are keeping us updated, personally (having recently started working with a studio myself) I can understand waiting on other people, (even if typically I'm the person being waited for xD) and it's great you put this message out to let the community know what your doing officially.
So what are the future plans (for lurk) beyond this upcoming release of LURK? Will we be seeing a CoP port, or will you continue on with SHOC?
>>; keep getting "oooops!" on *every* video I click!
Might wanna increase the fracture by 1-2 slices on that board, I know its all early (and looking amazing even for early stages), but your dealing with (what I assume) is a Single Player Only game; so the freedom you have to use lots of props/effects/static meshes is way higher in most cases.
They ate the bloody grenade and was STILL HUNGRY FOR MORE xD
And I'll give you a hint as to why probably; Space Marine. Amusingly enough I love GW to death, but from the trailer I saw of Space Marine, -this- actually looked better!
Rest in Peace.
Anyone else find it funny that a AAA Grade Project get canceled, but pieces of crap like UT40k are allowed to continue because it doesn't pose a threat to them?
Ack' the Karak is growing them dwarfs a bit big these days eh? xD
Dwarfs are NEVER fat. Infact if you look them up, the sheeting of their musculature is simply denser, and layed out in a different pattern. They aren't 'miniaturized' humans, while the organs are the same the structure isn't while the base principles of the muscles are the same; the layout, isn't.
So in reality, a 'frail' looking dwarf is a bit..odd, unless your going for LOTR, but we won't talk about that :P
Anyways, Great Job! Far better then anything I could've done.
Actually in some cases I've picked up ammo crates, post-military and in private collections, that don't have -any- identifiers :S Personally I count it twords wear, but, still.
Great job guys! Love the texture.
This would be everything I need, instead of having to download all of the other releases I see here in the Downloads area?
Brilliant job, can't wait to play this. Glad you guys moved to the UDK as well! Honestly I think for U3 Devs, that has to be the way to go.
Been tracking (for a whole three days! :P) but brilliant job, love the (even though you label it as WIP I see it as perfect) Sculpt you have posted up, keep it up!
BW is OP in the current patch; but classically the WP was pretty damn badass :P
My god a update for EYE :DDDDDD
Hrm, if this comes out before the new LURK Patch (or CoP) I'll give it a go, or just use it to tithe me over till LURK -is- patched :P
They released 1.5.10 (recently I'm assuming) Would this (1.5.09) be better for comparability with Mod(s) reasons, or should I go right to 1.5.10?
Probably another Dawn of War Only warhammer fan; not understanding, Imperial Guard come in a near infinite amount of variations :P
..And even then I gotta ask the same question, seriously what -is- wrong with it o.O, the chest plate perhaps? No that would change based upon the troopers weight, Boots and shoulder pads? Again weight/style, and even then they look pretty darn good.
'Nyways, good job!
Edit; Perhaps he means proportions? I mean this image, lies a little bit in the sense it makes the IG feel identical in height to a Space Marine; But that could be perspective/angle, and it could also have to do with the bone structure of how they built it, hell if I know lol.
Flag icons feel a bit..squished? Other then that its great ^^ can't wait to play
Actually WH40k Fluff says its projected onto the 'back' of the retina (not sure how that works lol) and its only the more Advanced targeting, or Tech Marines, that would have a 'HUD' so to speak. Everything else is Psycho-Indoctrinated triggers, that when preformed that display small, minimalistic cues onto the eye itself.
Atleast, that's how I understand it.
However, Targeting Systems (Heavy Weapons/Devastators) would have something like a 'crosshair', and targeting system as you see in the start of DC.
Remember, even though they are space marines, they are soldiers, not cyber warriors, the bolter has about as much of a crosshair as a M16 :P
I believe the only chapter that would probably out-right have Aim-Assist Targeting, standard, would be the Iron Hands.
Because! It shows how much of a pain in the *** it is :P
While I'm not a huge crysis fan, this looks great, along with all of your other screenshots of the mapping work you've done.
Although the foliage to the right/bottom corner, looks a little strange, something along the lines of reeds/marsh-grass I assume?
wow, just, Wow.
Quick question though, is -all- of that, actual polygon work, or was some of it done with Booleans? Either way, brilliant, brilliant work.
Very, and it also looks badass :D
Well I think the point is (while Source/HL2 doesn't have perfect bullet physics....okay its majorly lacking) it's not 'quake'/'unreal' (<3<3 Quake III) in how it handles.
Just uh, no HaloCE/Q3 shotgun = insane accuracy at distance please? xD
Edit; Was not aware they were called Railroad Stakes xD nvm!
Edit 2; also could be called a railroad 'spike' as well lol.
As I said, I wasn't trying to be overly harsh, just offering my opinion.
Can we see the reference? It looks a *bit* more like the Original then the A1 Series.
I take it this is from a WW1 Model? Most of the weapons have 2 Pins in the handle, verses the Three you have there. If your referencing it off of a Pearl Handle one, it'd be better to do the 'center' dot shall we call it, in the texture and normal mapping.
Also from this viewpoint, the slide is continuous against the barrel. Flat, instead of a movable part. Safety catch on the slide is also missing; the 'thumb' for the clip ejection would be a cylinder with a textured/beveled head.
Rear bottom of the grip (the 'wooden' or 'pearl' part I guess you would call it), should flare out a bit more. The hammer is a bit more 'PeaceMaker' in style, the 1911 has more of a thumb-spread to it. Also the, small 'loop' you have on the bottom there, runs angled -with- the rest of the clip/butt, while yours juts out at an opposite angle almost.
The 'slope' of the slide, ie; the sides, are a bit more 'boxy' I guess would be the term, while its not a complete square, it is 'beveled' (for lack of a better term), verses the smooth, all most round as you have it.
Ironsights should be based off of a 'dot'/Cylinder, with two forks coming out of it, lining up with a single extrusion on the end of the barrel. Front of the slide should also be stepped back a little, to allow for the extrusion of the 'barrel'.
While I understand the viewpoint *is* limited in this render, some Wires and a better view of the object would be better to post up.
All comments I've made here, I really mean constructively. And I hope no one takes offense. Modeling is tough, personally I suck at it :P, but I hope this helps.
Deactivated-guns.co.uk - Reference, might come in handy.
Leave it go for a little while, they are simply showcasing the units they've made, the backround is clearly still The Wastes, but seriously, I'd love, to see you do any better.
Good job guys, keep it up.
Although; might just be me (used to the miniatures a bit more these days), but, is it the Spec. map/lighting or something that is making the green really deep? Or is there a shading effect, like some orks will be that deep deep green and others, more of a WAR (Warhammer Online/Age of Reckoning) green-style?
Well from reading that, basically they spawned through bio-morphing out of basically ****/feces, similar (and drawn from) the Tyranid's BioPools.
"Squigs naturally grow and breed within the cesspits of Ork settlements, subsisting on Ork refuse"
Instead of it being hair, etc, it would basically be the ork toliet/trashbin :P
I gotta ask, were is the source for that? I haven't had a chance of skim Ork rules or anything, but that sounds more Tyranid then Ork.
Also isn't that like, the third or fourth time you've asked that?
Can you say, bad-***-combat-shotgun ftw? lol
Not a scope, its an ammo drum if you look.
I fail to see how you get away with saying 400 isn't bad for a "gaming PC" I built mine, with some rather handy deals from newegg & tiger direct, that runs crisis just fine on medium and with minimal loss on high, for about 250-275 :S
Also; its basically impossible at this point, to the best of my understanding, to run Crysis on the 360. Simply put, the 360, doesn't run mods at this point. (Or probably ever, <3 you Tuesday Update for killing Free60)
As per the PS3, I believe, believe, it has been showcased running mods correct? But I believe, those are only for the Unreal 3 Engine.
Your concept, is rough around the edges and very ambitious, I wish you well, all be it I also want to say this might be something you want to put on the back burner, till you have a slowly built up portfolio and skill set in Modding/3D, etc. Granted, I know I'm not one to talk considering I only have a minimal set of Modeling skills, but you have to understand the...monumental amount of work you have listed there.
Also gotta ask, were did you come up with the idea that creating a great mod, would lend twords your being hired by a game studio?
Yes a, "great" mod would help this, I'm sure, but hardwork by the individuals; not necessarily because of this mod, would earn the person that chance. Bluntly put, not all of a 'team' dedicated team would get hired, if any at all.
Boiled Down; In my opinion. Get a team, pick a smaller project, and work on this on the side with afew or all of those team members. Start small, dream big.
I gotta ask, what is the difference between this, and Copes Defense Mod? Is this one simply heroes, and Cope's being Squads?
Very, very nice, but if I may make a recommendation (and this is just my opinion), shortening the barrel, and changing it's classification from an Assault Rifle to a PDW (Essentially an AR, in the SMG weight range.), I just think with a properly railed front (like you have there), beveled down front (http://unlimitedcallofduty4.webs.com/g36c.jpg G36C as an example), would look brilliant.
Anyways, that's just my opinion. But either way, model looks great!
And, if you read Asimov's work, I-Robot was completely unrelated to the movie that was released :P as I recall, I Robot was about a robotic nanny, the film was a cross between Under the Naked Sun and Caverns of Steel. But yeah, Robot Strippers = Awesome, now get some animation going ;)
I AM BAYTOR (google the reference.)
WIPs as well as the art-style.
Please do a bit of digging next time before you misunderstand me, KaBar & Onatario/Buck Knives both make Bayonets stamped M9, granted typically you only see them in the USMC; but they are still easy to find. *To the best of my knowledge anyways.*
KaBar <3 (although I'm more of a SOG and Cold-Steel guy myself :P)
Learn to do it yourself.
Ah, the weapon that forced the SAS to invent the term doubletap, brilliant :D
L85, MG3, and M80 had an orgy, and this is the resulting bastard love child. xD Brilliant job guys. Just makesure the bipod doesn't clip the foregrip (or does it fold forward like a Harris?)
Why the hell would they do that, that's for the Developers only you dipstick :P
Ugh I just downloaded and installed 5.8 lastnight! :P
For those looking for a mirror of the Official Patches.
eh just positioning and stuff, things that cause my OCD to go off xD
Now, from previous comments I've gathered your running some type of solid-state caseless projectile (Similar to those being tested in Metal-Storm applications, etc.), so barrel length might not be a huge issue, however the standard 47" overall/16"-20" barrel AR-style feels a bit more, well AR then DMR (Although this issue with the length, might be related to the perspective). Might just be me because I've grown so used to my own DMR, but the Free Floating RIS there should run to about 1-2 inches behind the flash hider, typically because the DMR fills the roll between support-snipers and the average infantryman, they run a Bipod of some kind (may I suggest a Harris-styled?) along with a Vertical Fore-Grip for added dexterity for off-hand/bone support shots.
Also I see your running backup/MBUS styled flip-sights, very nice, but the reason the forward sight is as far "forward" as it typically is, is due to the fact the farther distance you have between the Rear and the Front to "draw a straight line", the more accurate your ironsights will be, out to a greater range. Sorta like the differences between say an AKs "short" sights, and an ARs "long" sights. Both weapons can be insanely accurate in the right hands; but it takes less mis-alignment on the AK with its short sights, to throw you off target then it does the AR styled sights, with further spacing between them.
Again, not trying to be a ****, just offering my 2 cents ^^
Oh I know, the hilt is still a WIP, I actually have friends who do blade-smithing in real life, so I have plenty of references (both completed and ill-fated attempts lol) laying about.
Brilliant work! Can't wait to see what this will look like in-engine, scale has always been a person struggle of mine, I'd love to see what you can do with such an ambitious project.
hah, well that always works ;)
man isn't it bloody hard to capture that look of steel, or am I just a noob? xD I'm still playing about with all my stuff but yeah thanks!
God this whole thing reminds me of a game I used to play when I was little, I can't think of the damn name though!
Either way, looks epic.
actually I agree with your sense on the proportions, but if you look at the art-style for these concepts in general, this is kinda how it works. Looks brilliant, and Maniac I'd like to see you do better :P
hey you got the hud-working, that's farther then I am in my project *thumbsup* xD
wow a bit late in this, but uh..you know the reason IPSC/USPSA shooters get the scope mounted to the body, not the slide right? Cause, the slide recoils :P Ie; you'd lose any ability to use the red-dot/scope between shots, also forcing you to go through and re-adjust for each shot.
Also again not to nit-pick but the flashlight mount would be attached to the lower rail, bellow the slide, not going up and around it :S
Other then that I actually have completely loved the direction your going in, a slightly futuristic M9 so to speak. Now just watch, I'll be trolled for bringing up those two *tiny* issues :P
Actually if you look closely, from what I can tell, its the classical M16/H&K417 design, compounded with the KRISS Super V & an L96. Also all things considered, I gotta ask you do you even understand why the SCAR was created?
Each country participating in any major arms race typically runs trials, the XCR and the SCAR where the finalists here in the US to replace the M16 in the, you guessed it, SCAR Trials; thus replacing the 'stamp'/'standard' Infantry Rifle. SCAR (as you know it, not referring to the trial-name itself.) won (****** reason too, but we won't get into that.) so, as per real-steel weapons, you'll seeing more 'SCAR inspired' weapons in any realistic future.
Anyways, it's a rather brilliant design, the ejection port is a bit high if that's what it is, but I'm loving it! :D
Darn, here I was hoping for a whole SavageDragon/Hellboy reference, and having his brain in a jar ontop of a giant gorilla xD
Well the concept is not completely 'original' (but what is xD)
(Yes, I know the scale is different/etc, but its the same rough theme, so thought I mind as well show-off the Ma.K stuff :P)
why o.O nothing wrong with spring at all.
Texture contrast/saturation seems to be off comparing it to the building behind it; and the -massive- tank next to it. Also seems to be some issues with the bright greens not having defined lines/edges, might just wanna 1px black edge those. That or there's stretching issues on the UV map. (Or its missing an AO pass from the Highpoly; if the engine even uses normal maps, never played around with C&C3 before)
The concentrated 'detail' (plate lines/body lines) on the tank looks ridiculous compared to the simple lines of the mastodon, seems to me that you need to unify all the textures to make everything more cohesive.
something I've been wondering about, is this inspired at all by Ma.K/Maschinen Krueger?
Reminds me a bit of Child's Play, goodluck guys!
No I was referring to the patching for Vanilla stalker, not to patching LURK itself. (ie; why I didn't say LURK 1.0552, I said Stalker 1.0005)
Assuming because the previous release of lurk required stalker to be patched to 1.0005, that this release will require that aswell?
Can you prove this? Because after doing some digging, I can't even find any solid images of the weapon your talking about, in game or otherwise.
Also, its a fethin pipe, you can only model it so many ways bud. Not like its a unique design in itself :P
For the bases, are we looking at a Heroes of Might and Magic style construction system? Ie; one building per 'turn', or a relative amount of turns for each piece of construction, and you don't control the placement of the buildings, or will we be looking at more of a heavily interactive placement as seen in games like Battlezone 2/C&C Renegade/etc?
....why have I never heard of this before!?
iDTech 4** not 'D3' :P
Well I'll think about grabbing this MTX file, however, if your going to be using a torrent client, is it really that hard to have a compiled & ready .exe/OS Specific Installer?
Moddb.com Read that. *rolls eyes*
Hah great to see this is still alive! Was getting a bit worried since GW/THQ/or -someone- sent the other UDK/Unreal Engine WH40k Game a C&D letter, brilliant model too btw.
Youknow what, I loved how this was going, and the attention you sunk into both the community (as small as it seems to have been) as well as the project itself, was and is astounding, I think I'll track the studio you've made just to keep an eye out for your future projects!
Wow, just, wow. Will the hands & weapons be receiving texture upgrades? Also, will the mod be compatible with the Fan Patch/Unofficial 6.9 Patch?
"Meet the Tank: T-Tex" a play on the words T-Rex and Tank, or a simple mistake? :P
And you guys don't gotta sell me on buying it, always had plans to *thumbs up*
No problem man! It's a pain in the *** and I barely know how to do what I -did- correctly, and even then I learned through experimentation! Playing around is the best way to learn (for me), and this is still an amazing sculpt.
If I may make a recommendation; I understand its supposed to be some form of android, as such it needs an organic & inorganic feel, stiffening the edges around the 'pads'/'armor of the legs, and the central circle's walls (the one of the characters left side/viewpoint right side)could use a touch of it as well.
The collar feels like a space-helmet's locking collar, and I like that actually, after seeing the painting you did on the previous model I have no doubt you'll be able to pull that look off, but making it feel/seem more like a machined piece of metal, stiffening/pinching the edges down, and smoothing/flattening the stiff areas around the 'holes' you see there, would go a long way.
I know I'm no master at this, infact I'm far from even being able to do what you've done there I'm sure, but I took some time and highlighted areas that seem to need more refinement, *this is just my opinion remember*
If I may make a recommendation as well, the 'joining' area, between the 'collar' and the suit, look like poorly defined cables/tubes, might just be me but I'd love the look of two black, ribbed cables/tubes there.
I393.photobucket.com I used that for a Borg/Evil-Cyborg piece I worked on awhile back, simply adding the 'ribbing' you see there on the center, would make that joining area look amazing.
whale man demands more camera-mooning action!
Other then as a long range scout, how will this be played? Or is it a representation for 'spectator' players?
Well, it looks of the same quality, as Stalker + Lurk with Full Dynamic Lighting on :P
Hell, no I'll give it to you guys, even as a die hard Stalker/LURK fan, this looks even -better-.
I know its not supposed to be exact in anyway; but heres just my 2-bits. Pitch the shocks back twords the rear wheel a little more, extend the connection bar from the top of the springs, out to the front of what looks like the connection point/axle.
Titling the headlights back, as well as lowering the top (and bringing up the plate) of the buggies front windshield area, letting it pitch down more, as well as 'hollowing' the 'wing's of the buggy, were the doors would naturally be on a normal car. Extend the rear rollcage out a little more as well, or the whole body the model, it wouldn't be insane harsh just, a small tug. Also, again this is all my opinion, I wouldn't've created the Axles, like that, using them as a separate mesh and joining them into it later, would add more detail and would look cleaner then a simple block.
I know this model is *far* from a In-game, but those are just my 2-bits, goodluck ^^
Thief meets dark messiah? Cause that is what it reminds me of, and not in a badway!
While orks can be equal to space marines; Imperial Guard face them -regularly- on a lot of battlefields, the touch of Corruption that the Plague Lord Nurgle brings in, adds a bit more depth in my opinion, and matches the 'infected' theme. I believe it was shortly after the battle (or durring) for Apocalypse/Apocalypse Campaign, that a plague daemon (or perhaps Nurlge his-pestilential self)brought forth a Zombie-Plague, that would raise the dead.*
(*Also Seen twords the end of Space Wolves; Book 2)
As per it being Ogryn, they are known to fall to chaos, but wouldn't it be a bit harder to remodel it into an Ogryn form, also considering they wouldn't move the same way, new animations/new bones/etc would need to be rigged and animated (as far as my understanding goes.) So I think this works, and this concept art has been great guys, keep it up!
One would only imagine so lol
Norton, I need a drink.
My one complaint?
Torcher, I believe you mean Torture? The rest of the mod looks great, have to see were its headed in further updates though.
2nd reply (and I hope double posting isn't against the rules), but this game is great, I'll admit the puzzles at times were a *tiny* bit weak, but I feel thats beacuse the Board tool was to big, the tiny 'pips' or 'rivets' on the end, 1 set of those (say the right side) is what needs to be shaved off in my opinion.
Also the inertia from death on some levels (happened to me twice) *can* carry you backwards off the platform when you respawn. It's not a big deal but just something I thought you might want to know.
Other then that, my only wish besides more levels *no doubt this is happening lol* is some sort of level editor. I think designing and sharing your own maps for something like this would really bring it a step farther.
But, all in all, its a 4/5 Game, I didn't give it a 5/5 simply because of the inertia glitch I described above =\ if one was on a set amount of lives, that would be infuriating.
Also the Camera movement, the panning on the screen, seemed to be a *touch* slow, I'm not fully sure why this is, but yeah. It just seemed that way to me at least, might not for others, but as I've said, this is just my opinion.
Oh P.S. make the Erase icon a little bit better, or a bit easier to see, maybe its my short attention span; or the fact I haven't slept in awhile lol, but I actually didn't even notice it till my 2nd new game, because I couldn't erase the props/structures given to complete the level.
Hm, looks interesting to say the least; it could fizzle out but, I have high hopes for it, besides that who can complain about an indie game right?