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Sounds great. I'll need to check the game out for myself in order to get a grasp of the NPC system but at the very least it sounds much better than an easy farmfest. As long as encountering an NPC can make me run for my life I'm intrigued :p
Are different types of NPCs hostile towards each other?
I only watched the trailer, but I'm looking for a "realistic" survival game where you can't easily get your hands on a weapon that obliviates literally every creature you encounter. It destroys a major part of the survival aspect in the game and previous developers who've tried their luck at this clay genre, who also seemed to think that zombies are a necessity, all failed at this horribly.
Is it difficult to obtain/craft and a gun and ammo in this game? Everything else looks really good from what I've seen in the trailer, but I'm not looking for yet another game where you don't have to worry about even the most dangerous of creatures after an hour of gameplay.
I was actually referring to the typo, so if it's fixed already, never mind :P
So can I compare this to a game like Dead Frontier, only more diverse? I've been looking for a decent survival game
What exactly do you mean with "If you weak"?
I came here because I read psychedelic. Can't say I'm hyped, but I'm not disappointed
Good luck. The game looks interesting, I like the visuals especially when you're shooting fireballs :P
I'm curious as to how deep the puzzle element is going to be. Are there going to be puzzles where you need to quickly time everything right or is it more like "Okay, let's figure out a plan and take it steady"?
Nothing wrong with mere visual variation imo. Could you make them have the same mechanics, only slower?
I feel that in order to emphasise more on survival, the chances of having any kind of "modern" gear will have to be reduced immensely compared to other games who have tried to set the standards for the genre.
So basically you'd have to put alot of work into crafting such items, and the droprates of gear has to be incredibly low. But that's just my opinion.
Can't you just use both versions of the sprites? It's not like the older versions won't fit in.
Overall this looks interesting
So how did that work out for you?
The environment is indeed amazing.
Obstacles naturally hinder progress. That's the point of obstacles.
You're stating twice within one sentence that there are 15 levels.
If you want to show off a game to the community, you'll go places if you apply some form of professionalism to EVERYTHING around your game. That includes the introduction.
Overall I like the idea. Reminds me of InFlux, only that game seems to be much better quality wise. The problem for me with this is that the quality does not compliment the colourful artstyle.
When you say vehicles and weapons, can you just find these or do you have to craft them? I personally feel that's an important difference in a game that revolves around survival.
If you've ever seen or played Wurm, that's the kind of mechanics I'm looking for. I'm wondering if I can find it here.
"Pixel Miners is a unique 2D sandbox game where players can mine, fight, and adventure."
Which part of this exactly is "unique"? People are just throwing the word around it's slowly starting to lose its meaning.
This reminds me of Destruction Derby Arena. Not really the best DD out there but I like the design of the car. The thing that bothers me is the American flag, but that's just my opinion
I just posted a challenge on the Greenlight discussions( Steamcommunity.com ), pretty much just because I like watching One Finger Death Punch battles.
I've also mentioned that I would ask you to add a replay function into the demo. Youtube videos of a challenge, to me, seems like a good approach to drawing more attention to the game. Additionally I'd like to ask if there is a chance you could promote the challenge.
This kinda feels like a long shot to me. But considering with the replay function there will be potentially more submissions, if it's not too time consuming to implement it, this is a very effective way to show the people that you care about your community. It's a win-win, right?
I think I speak on behalf of all the people who enjoyed the first demo if I say thank you for having working gamesaves and a ball we can kick in our enemy's direction without having to pay for the game.
Would be nice if you actually started a fire with the burning vehicle
Could you elaborate as to why boobytrapping the grave itself isn't an option, but boobytraps around the grave is?
If someone loots your grave I think it's "real" enough if they wire the opening mechanism to an alarm system, for example.
I understand you don't have the funds of a big studio, which is more the reason to use your time and money more wisely. Making the game alone isn't going to cut it because people won't even know it exists.
Development diaries are a good initiative, and you'll be much better off spending more time on that, even if it means cutting down a bit on the actual development.
This is not a matter of anything meeting my standards or not. It's about optimising your resources.
Just to be clear, I'm not trying to belittle your project, if I was I'd just tell you to quit right now.
If you want people to watch and be properly informed by a development diary, I would suggest to start over with more preparation. There is no sign of enthousiasm, and what's worse is the constant pauses to look at the notes. The least you can do is edit them out, and preferably record the diary more than once so you have more choices to put into it.
Right now I'm looking at a PR disaster. I'm sorry for being so blunt, but if all of your future diaries will release with this kind of effort you're going to lose out on quite a lot of potential customers.
I don't mean to be rude, but do you intend to bore people with this video?