I'm a game designer from luxemburg and I like to do crazy stuff.
If you want users to unblock, show them how its done in your ad window, instead of only asking them
some of the effects with soft glows etc and the coins do not fit the style of the rest of the art
The healing wells are not as obvious what they do
At some point i didnt know if i was actually progressing the right way
and felt discouraged to progress
Interface on monitor should be curved, feels odd
Sometimes it was impossible to jump to the left, also jumping feels delayed and not direct
What i liked were the sounds and the hit effects, the art in general is fine, but environments would need some extra details to look not too repetitive. the swarms of flying monsters were cool at first sight, but you used them too often and without adding something afterwards, the story with the hand and all is cool too. Keep it up guys !
here some feedback, i hope you can do something with it
- things happen way too slowly, introduction of enemy types, getting a second weapon , seeing the "shop" - the player is no baby, the first 15 minutes are your most important to make the player stick, show something cool
- the level feels like a drag as a cause. Why am i doing this again ?
For money ? What can i do with the money ? I dont know yet. Money feels 100% worthless until you know what you can do with it. Even if you know, if things you can buy are not exiting, players wont be happy to get money. If you name it "greedy guns"
money needs to feel amazing. Also dont spam coins so hard, less means its more valuable.
Make levels shorter or add more undisruptive text from hand
- challenge, you need way more enemies in there, its way too easy and it feels boring as a cause. So what if the player dies, he can respawn, make it hard. Challenge gives a aesthetic, meaning player will feel something while playing. Put way more and more varied enemies from the very start on
- weapons, if you make a shooter, that gun you start with should do something special, make it bounce from a wall or anything, its very unspecial, it feels good due to the sounds and vfx , same for the rapid firing one, but the effect and gameplay is bland. if you have 15+ guns, those were ok, else make them more special somehow. Also the rapid firing one is a plain upgrade, why would i still use the first ? make both worthwhile
I tried the demo and i could not dodge at the start, no matter which buttons i pressed
looks good but have another look at the color palette it dosnt look harmonic, also the star and planet background have a totally different style
new menu looks nice, did you do that by yourself ? a little color wouldnt hurt tho its a bit bland all in all
hard to see on your pics what is going on
add a camera shake on shooting so it will feel better
That looks pretty sweet
The cards look nice and fancy, but try getting another layer style for the numbers, it looks too much like heartstone because of that
Come on, its a sidescrolling shooter, there were thousands before broforce
looks pretty cool, you could reduce a little clutter tho on your screens
Also you gotta work on the core gameplay, the customization and everything all looks nice, but in the end youre just shooting a with your gun on a cooldown on others without an objective. There is a lot of depth missing that ultimately makes the difference
One advice from a fellow designer
DO NOT give out all parts for premium instantly
(do you buy 6 parts for the price or all of them? That changes it of course)
If you give out all the things, people quickly lose interest
progression is what keeps the player motivated, give it all and theyre bored
If you d ask the player what he would want, then he will say "I want all the parts" but thats not whats the best for him and not what he really wants.
People want the the game simply free but not free to play. People tend to forget that making free to play work is a huge effort and comes with a lot of burdens.
looks pretty cool
The main menu UI is really sweet, but the bottom one ingame is using too many colors, looks a little messy
That looks like an interesting concept
Maybe check your link first ? theres not a single result ... fail
Looking nice so far!
How did you make the screens go into that lightbox mode when clicked ? Is that custom or can you do that with normal indiedb tools ?
What exactly will be innovative about this game ?
It looks very blocky from first person, the whole model seems too wide, but that can be scaled easily
Hey guys, when can we expect a video update ? its been some time now
Just please get another logo , thats inhuman : P Nice screens
From dev to dev, your video dosnt really impress me. There are pretty good environment graphics, but for the rest ? Enemies look like the same type with different skins. If theyre different, show it in your video. They all just run towards you and die. Weapons feel very similar, and not enough hit feedback. Get hitmarkers atleast & proper camera shake, (score numbers?) theres no way around that in 2013.
Also your video dosnt show any ingame/outgame progression. If you have upgrades and a proper metagame, show it. It looks like you can just join a match and shoot random robots. Put a better video out, and work a bit on the feedback part.
If that cheers you up, IndieGoGo has really low chances of approval, well anything but kickstarter is really low on views.
Its more or less Kickstart or nothing from what i researched.
You need a new interface very badly : P
really badass, it somehow feels like its missing typography tho
I think ive seen Mkilbride post such things on several games.
Having a short peak at his comments, I couldnt help but notice him
posting about his GTX 670 SLI PC.
Cant be serious. Bitching around for 3 Euros, but spending hundreds on
absolutely useless hardware is ok ? And dont tell me you need SLI,
Im a 3D Artist and there hasnt been any need for SLI since its invention.
If your bad logic forces you to post such top-down comments on other peoples hard work, then just try to suppress it. Nobody wants to know.
Looking good. Like the interface icons a lot, but the hp/energy bars go a lot in the pixel direction while the icons are really clean and vector like , same for the font.
Every game should have a survival arena mode ;) Is there a video?
Im just trying to give critique in a way Id like to get it myself. Saying something is great dosnt help any artist. Also, I ofc have seen the others aswell, and by the nature of those models its less obvious to notice it, the sniper and mossberg have a more simple shape. I just wish you the best and hope you can do something with my input. Feel free to delete my comment now.
Polycount affects internet performance ? Your renders look very good, and I expected really great first person models, but this is very dissapointing. We are 2012, your game is not released yet, and all the best weapons you see (BF3 COD MOH) were created 2-3 years ago. Yours are created right now and need to set new standards. FPS is all about the love to weapons, and you gotta bring that. Reducing the polycount on such a sub-par level from those great base meshes just hurts inside, and the eyes.
I dont want to bash you, I only tell you at my best knowledge. There are enough shooters with way too low poly weapons, and you certainly dont win anyone about your weapons in a weapon centric genre, with people loving weapons playing your game. Nobody gets hurt at all having 4k polys more on screen. Its like 1 enemy mesh without code background is more on your screen. Do you really think it is worth crippling the most important graphical element in the whole game, to a couple of polys while you certainly dont need to ?
Looks way too good
Your meshes looks pretty decent and the modular system looks really nice, but the terrain needs a lot of work :P
Well Its a little contradictory, on the one side we need to show you things, on the other side we dont want to spoiler too much.
But its a little like movie trailers I guess. You see a couple of things to get an impression, and when you see the movie, you probably forgot about them again.
So we show some things only temporary, like on the news updates, (Theyre still there but old updates are kinda achieved and a little hidden)
Out of sight, out of mind.
The texture in 1P is terrible low res, you should really cosider using the next higher power of two
The barricades can be build to fortify your position, but those are basically the last update and very expensive. There will be fences, and fortified fences as previous updates, and sandbags which you can find. The warhorn is a tribe asset.
Ok, Just pointing that out, I wasnt sure since the headliner logo has no real spacing aswell : )
You really need to work on the Logo, 1. you take a different one than everywhere else, and 2. the spacing between the letters is horrible, you need to adjust every letter manually for a Logotype, you can not just write "Wake up Call" and thats it. (If you dont know what I mean, mainly W is too far away from A, and C the same, makes it unpleasing to look at)
Also usually there is some kind of image or shape or something in the Logo, that valorizes it alot.
Looks really nice.
I think there should be some sort of visual indicator when an enemy gets hit.
Right now, its like they are shooting right through them, you really dont feel the damage at all.
Maybe you could do a very classic indicator (like make the enemy flash white for 0.3s on impact) or something more complex, but you really need to change something there, its really missing interaction.
that looks good.
Do you use Ambient occlusion ?
the second one is darker.... dunno, i dont see a difference, shadows are similar and rest is aswell.
Looking really well
Unique Art Design
the real 3D is impressive, without plugin ?
On the other side, with better textures (And i dont mean resolution) and better Interface art, it could become really good. The gameplay is solid, and to play in a brower just like that fine. But you need to improve the overall packet. Really Great 2D interface Art could "carry" the whole thing. And I get constant 60FPS, why not put more Assets into, if you have resources left ?
Id personally love to have a Zombies and Dinosaurs mode later on, but we have to see ;)
the water tank or funk station ? is not really clear, the second badge , and the roman helmet lack contrast compared to the others, they have less black
great art, but your font choice is very bad :P Dont use so many free disort fonts, people recognize them and they look awful and present your art not as it deserves it. Especially your headliner on your portfolio
I now updated it to a bigger preview because apparently no-one clicked full screen ;)
Now is the time for critique!
Thanks for the offer, but if its so flawed, then we just let our native English speaking people correct read it for the next time ;)
-- Or just place the same black circle over your other without layer styles, make it a little bigger, blur the edge a little and there you go
I had mining first but there is no actual digging or something in the game so its maybe misleading
Masonry is something else as far as I know
Its basically gathering stone and iron/other ores that are not underground.
why are the LEDs more round than the tacho ?
ah and i have 2 things to say about the alpha, 1. theres a layer fault with the high fences, your head goes through, and 2. you should make the roof of the buildings another colour than the street that looks very confusing :)
keep up the good work
its a bit tricky finding a good spot with that piece, i think the mid one is maybe too clunky. But I work on it until there is one that is clearly fine
great particle effects. Nice to see too that you have changed the bullets to smaller ones
jesus christ ?!
some _really_ impressive stuff, but the terrain looks pretty blank all the time
Opera has most functions and is the most advanced by far, especially for people that have a clue about computers