I'm a game designer from luxemburg and I like to do crazy stuff.

Comment History  (0 - 30 of 331)
ShrikeGFX Feb 20 2015, 11:08am says:

If you want users to unblock, show them how its done in your ad window, instead of only asking them

0 votes   article: The challenge of Adblock
ShrikeGFX Feb 20 2015, 10:52am replied:

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 !

+1 vote   article: Greedy Guns' beta is out! Come play it!
ShrikeGFX Feb 20 2015, 10:50am says:

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

+1 vote   article: Greedy Guns' beta is out! Come play it!
ShrikeGFX Feb 3 2015, 3:27pm says:

I tried the demo and i could not dodge at the start, no matter which buttons i pressed

+2 votes   game: CrossCode
ShrikeGFX Jan 14 2015, 8:12am says:

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

+2 votes   article: What's Next: The January 20th Update
ShrikeGFX Jan 5 2015, 1:52pm says:

looks nice

+2 votes   game: Tower 57
ShrikeGFX Dec 13 2014, 5:01am says:

new menu looks nice, did you do that by yourself ? a little color wouldnt hurt tho its a bit bland all in all

+1 vote   article: No Heroes - Development Update
ShrikeGFX Dec 10 2014, 9:38pm says:

hard to see on your pics what is going on

+1 vote   article: Dev Blog: Directional Lighting
ShrikeGFX Nov 28 2014, 1:34am says:

add a camera shake on shooting so it will feel better

+1 vote   article: LSD Update #10
ShrikeGFX Nov 12 2014, 4:37pm says:

That looks pretty sweet

+1 vote   article: Launching Kickstarter / Public Demo
ShrikeGFX Aug 31 2014, 9:45pm says:

The cards look nice and fancy, but try getting another layer style for the numbers, it looks too much like heartstone because of that

+1 vote   article: Design Decisions - part II
ShrikeGFX Aug 30 2014, 6:52pm replied:

Come on, its a sidescrolling shooter, there were thousands before broforce

+3 votes   article: Zombie Warfare Update #6 - New Weapons!
ShrikeGFX Aug 3 2014, 11:34am says:

looks pretty cool, you could reduce a little clutter tho on your screens

+1 vote   article: Letter Quest Released on Mac and PC!
ShrikeGFX Jun 30 2014, 2:07pm replied:

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

+4 votes   game: Gear Up
ShrikeGFX Jun 30 2014, 1:56pm says:

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.

+4 votes   game: Gear Up
ShrikeGFX Jun 9 2014, 7:50pm replied:

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.

+1 vote   game: Red Awakening
ShrikeGFX May 23 2014, 9:39am says:

looks pretty cool

+1 vote   article: Spectator Mode, new Tech Tree and new HUD Goodies
ShrikeGFX May 15 2014, 10:10am says:

The main menu UI is really sweet, but the bottom one ingame is using too many colors, looks a little messy

+1 vote   article: Big changes are coming to Guns and Robots
ShrikeGFX Apr 13 2014, 7:10pm says:

good stuff

+2 votes   article: April Update
ShrikeGFX Mar 18 2014, 11:18am says:

That looks like an interesting concept

+1 vote   article: Steam Greenlight – VOTE YES!
ShrikeGFX Feb 9 2014, 10:45am replied:

Maybe check your link first ? theres not a single result ... fail

0 votes   media: CRAC-9 (High Poly)
ShrikeGFX Feb 9 2014, 10:35am says:

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 ?

+1 vote   article: The beauty of UE4: The Crater
ShrikeGFX Jan 28 2014, 8:00am says:

What exactly will be innovative about this game ?

0 votes   game: Network
ShrikeGFX Jan 25 2014, 11:16pm says:

Aww yiss

+5 votes   media: Showcase Iteration
ShrikeGFX Jan 25 2014, 1:21pm says:

It looks very blocky from first person, the whole model seems too wide, but that can be scaled easily

+1 vote   media: CRAC-9 (High Poly)
ShrikeGFX Jan 21 2014, 7:35pm says:

Hey guys, when can we expect a video update ? its been some time now

+1 vote   game: Alpha Project: Line of Fire
ShrikeGFX Nov 30 2013, 9:32pm says:

Just please get another logo , thats inhuman : P Nice screens

+2 votes   article: Beginning the true development of AQP City. Unreal Engine 4 in action!
ShrikeGFX Nov 24 2013, 1:09pm says:

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.

+2 votes   article: Final Rush - Now Available!
ShrikeGFX Nov 6 2013, 7:58am says:

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.

+2 votes   game: Stone Rage
ShrikeGFX Oct 14 2013, 5:54am says:

You need a new interface very badly : P

+3 votes   media: Streets Corridor + DE
ShrikeGFX Apr 29 2013, 8:31am says:

really badass, it somehow feels like its missing typography tho

+1 vote   article: Character Reveal - The Paladin
ShrikeGFX Feb 27 2013, 10:57am replied:

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.

+3 votes   article: Blade Symphony is now available for pre-order!
ShrikeGFX Jan 9 2013, 6:11pm says:

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.

+3 votes   article: Zenit Desert - Concept art post
ShrikeGFX Sep 7 2012, 9:03pm says:

Every game should have a survival arena mode ;) Is there a video?

+2 votes   article: Recruits Alpha v0.030 (Survival game mode)
ShrikeGFX Aug 21 2012, 10:07am replied:

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.

+2 votes   media: Boom, HEADSHOT!
ShrikeGFX Aug 20 2012, 10:39pm replied:


+1 vote   media: Boom, HEADSHOT!
ShrikeGFX Aug 20 2012, 10:33pm replied:

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 ?

+3 votes   media: Boom, HEADSHOT!
ShrikeGFX Aug 19 2012, 12:48pm says:

Looks way too good

+3 votes   media: Max Slade
ShrikeGFX Aug 4 2012, 12:22am says:

Your meshes looks pretty decent and the modular system looks really nice, but the terrain needs a lot of work :P

+1 vote   article: MAV goes Alpha!
ShrikeGFX Jul 25 2012, 9:32am replied:

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.

+1 vote   media: A rare one
ShrikeGFX Jul 24 2012, 8:11pm says:

The texture in 1P is terrible low res, you should really cosider using the next higher power of two

+1 vote   media: WIP Rifle animations
ShrikeGFX Jul 19 2012, 7:15am replied:

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.

+2 votes   article: Barricades! Weapons! Everything..
ShrikeGFX Jul 14 2012, 6:37pm replied:

Ok, Just pointing that out, I wasnt sure since the headliner logo has no real spacing aswell : )

+1 vote   article: Progress Report: Early In-Game Screenshots and a Sick Promo Image
ShrikeGFX Jul 14 2012, 12:00pm says:

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.

+3 votes   article: Progress Report: Early In-Game Screenshots and a Sick Promo Image
ShrikeGFX Jul 14 2012, 9:43am says:

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.

+2 votes   article: Official Tower Wars Trailer!
ShrikeGFX Jul 1 2012, 10:00am says:

that looks good.
Do you use Ambient occlusion ?

+1 vote   media: Drunk photographer (part II)
ShrikeGFX Jun 19 2012, 12:29pm says:

the second one is darker.... dunno, i dont see a difference, shadows are similar and rest is aswell.

+2 votes   media: Unreal Engine 3 and ShadowEdge Physics Engine
ShrikeGFX Jun 14 2012, 8:03am says:

Looking really well

+2 votes   article: Tiny & Big music video "Little Pretty Thing"
ShrikeGFX Jun 6 2012, 7:03am says:

Unique Art Design

ShrikeGFX Apr 23 2012, 4:47pm says:

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 ?

+1 vote   article: Maelstrom!
ShrikeGFX Jan 14 2012, 8:29am replied:

Id personally love to have a Zombies and Dinosaurs mode later on, but we have to see ;)

+1 vote   article: The sound of Progress my friend!
ShrikeGFX Jan 13 2012, 11:52am says:

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

+1 vote   article: Combat Badges update
ShrikeGFX Jan 6 2012, 2:46pm says:

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

+1 vote   member: cfel
ShrikeGFX Dec 24 2011, 9:41pm says:

I now updated it to a bigger preview because apparently no-one clicked full screen ;)
Now is the time for critique!

+1 vote   media: Specializations - Final
ShrikeGFX Dec 22 2011, 11:03am replied:

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 ;)

+1 vote   article: Growing Team! + Buffs & Debuffs
ShrikeGFX Dec 20 2011, 6:07am says:

Damn edit
-- 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



+2 votes   media: Browning M2
ShrikeGFX Dec 17 2011, 6:48pm replied:

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.

+1 vote   media: Specializations sneak peek
ShrikeGFX Dec 9 2011, 11:16am says:

why are the LEDs more round than the tacho ?

+1 vote   article: StuntCarOnline - The New Car (day 4)
ShrikeGFX Dec 6 2011, 12:40pm says:


+1 vote   article: Meet Grok!
ShrikeGFX Nov 23 2011, 12:03pm says:

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

+1 vote   media: Pubbing on Zombie Grinder :)
ShrikeGFX Nov 19 2011, 9:47pm says:

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

+1 vote   media: Inventory and Interface
ShrikeGFX Oct 18 2011, 11:46am says:

great particle effects. Nice to see too that you have changed the bullets to smaller ones

+2 votes   article: Recruits' first Video Log - Weapons Update
ShrikeGFX Oct 16 2011, 8:21pm says:

jesus christ ?!

some _really_ impressive stuff, but the terrain looks pretty blank all the time

+1 vote   article: JForce: Unstoppable - New Trailer
ShrikeGFX Oct 10 2011, 9:57am says:

Opera has most functions and is the most advanced by far, especially for people that have a clue about computers

+1 vote   media: The internet war
ShrikeGFX Oct 10 2011, 9:24am says:


+1 vote   media: lol
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Mar 20, 2015
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