Omegalodon is a third-person multiplayer action game where players compete by attacking/defending the city. The Red Team is comprised of police and soldiers armed with an array of military vehicles and explosive weaponry. The Green Team is comprised of Omegalodon, a 100-foot shark monster, and the Enviros, equipped with a healing beam. The game plays like a backward tower-defense game, but with free-roaming capability and fast-paced, realtime action. Omegalodon's objective is a nuclear containment dome at the city center. The round will end if it is destroyed, the timer reaches zero, or if Omegalodon dies. Features: - Fully destructible environments - Dozens of drivable vehicles including helicopters, cargo ships, and jets - 30-minute round-based multiplayer - Dozens of simultaneous players - Story elements will full voice acting - Nine square miles of open world, spanning islands and cityscapes - A colorful, retro aesthetic

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Some thoughts (Games : Omegalodon : Forum : Omegalodon Discussion : Some thoughts) Locked
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Feb 20 2013 Anchor

I finally got around to playing this game last night after purchasing it last year. I'm really glad I did, too, because it's a lot of fun! I do have a couple of minor suggestions, though:

- Please add a compass. This is probably my biggest gripe with the game so far. To be clear, I'm not suggesting a mini-map or an indicator (although those things would be nice). Rather, I'm suggesting a compass on the map to know which way your character is facing. Right now your character is designated as a circle. This makes determining which direction to go to get to a monster or enemy impossible without experimentation. Currently, I have to look for landmarks or experiment to orient myself, and it takes time away from actually playing the game.

- Please add a cursor, to know where your player is firing. I would also ask you to consider putting less restriction on the camera angles. I understand they are there to shape the player's perspective but I must admit it feels rather stiff. Perhaps players should be able to fire at different altitudes to help aim for high-flying jets versus the a ground soldier?

- Altitude cap. I noted this in another thread. The first thing I did in this game was hopping into a helicopter and trying to fly as high as I could... then becoming disappointed when I could barely ascend higher than the skyscrapers. I realize this was probably done on purpose to limit the power of aircraft, but it's still discouraging. What about allowing civilian aircraft, that pose little threat to other players, to fly a bit higher? Military aircraft, which could become overpowered if allowed to ascend to super high heights, could remain as is.

- I don't agree with some of the other comments that suggest reducing player speed, but I would like to see improvements on vehicle handling. Land vehicles need the mouse for fine-tuning, and turning should be sharper. It should be easier to do donuts in a firetruck... ;)

- How about improving the death notification system to elaborate when a player dies? For example, "John was stomped to death by the Omegalodon," or "Jeff exploded after crashing his 747 into the ocean." I think you could have a lot of fun with these to make them humorous, and it'd be good to know how many kills the Omegalodon is racking up!

- The game seems a bit barebones. What do you think about adding in another game mode, or perhaps more maps / level editor? I don't know what it would take to implement either of these features but I think they could benefit the game. Might I also suggest a split-screen mode? I would LOVE to play this game with my brother or friends on the same screen!

- Do you have any plans for joystick support?

- What do you think about a points system? You could maybe model it after dollars, as in "$___ of damage." If nothing else, it would be added satisfaction for the players in knowing how much damage they've caused! >:D

- Tab should show player list.

- Let the omegalodon stomp players as they come near.

- Can I get the omegalodon's roar as my ringtone? ;) It's so cute!

Thanks for reading, and props for making an awesome game!

Jul 14 2013 Anchor

Alot of this (sorry for unnecesary revive) is stuff I agree with, especially the cursor and camera thing. A Crosshair could REALLY help a dogfighter like me have proper aiming in our glorious F-35s (I could suggest more models for them, like an F/A-18E/F SuperHornet, F-22A Raptor, Su-37 Flanker-F, X-44 MANTA, etc.) during dogfighting, and some other things.
Tab? I AGREE 4682%! No need to change that wish.
The Omegalodon Stompin' is somewhat implemented; it's one of the light attack animations, though it's random..
That Ringtone? "Roar!" Every call? Yesh. Just. Yesh.
That Barebones thing is also quite true. Just one game mode and not much of anything else, apart from screwed up aircraft views (the physics is fine)...
Player speed should be reduced, in my opinion, though only to, say, half or 2/3 of a vehicle's top speed.
Altitude Cap seems to be another thing I agree with, though Military aircraft could be abit higher as well..
Death Notes? YES! "DerpyTheQueen was shot in the mind by a bullet"
Compass... maybe you mean there could be an arrow growing out of the player's circle telling where your pointing?

Okay, that's how I think of this.. c:

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