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This looks massively fun
This looks amazing!
Well, that's what this site is here for: constructive criticism :)
I think you need to do some work on visibility. Everything on screen has the same level of visual emphasis. There is no clear distinction between the character, world and background objects. Everything is brightly coloured and strongly outlined and it's hard to make out what's in the foreground and what's not at a quick glance.
I get you're going for a vivid comic art style, but I'd reduce the outline intensity of your backdrops and advise you to use less saturated colours (as long as it doesn't clash with your graphic style too much)
Great trailer! Really got me interested
Coming along nicely! Keep up the good work
Feels more luck than puzzle. I think the idea is not bad but you need to make your ball move faster - it feels like everything is in slow motion.
Ditto. No idea what I'm looking at, but yeah sure I'll join the hype wave
I think you should tone down the bloom a bit
I'm not really sure. I'd have the character jump or be pushed a bit up and make the block appear or slide underneath him from below. Maybe the thing from the sky can shoot a projectile that produces a small explosion on impact (pushing the character up) but also creating a block.
Cute little game! I really like the unique spin on tetris and the colorful graphics (reminds me of Fez a bit). The only thing that feels a bit unnatural to be is sliding blocks underneath the main character (when they actually fall from the sky). Looking forward to seeing your progress!
You can make the fog band be dynamic too! The way the guys at Wolfire Games (Overgrowth) did it is by sampling the skybox. Either blur the skybox until it's fuzzy enough to be used as atmospheric haze or just sample every pixel on the x axis as the fog goes up. You only have to compute the gradient once.
WOW you met the man Schafer! That guy is a legend! Looking at the screenshots I think you have made great progress on the alpha! I cannot wait to get home and test it. Well done!
Well, the run animation is definitely one that you have to look at, it feels mechanic. Try to add a bit of variation in her movement, like subtle wobbles and tilting. You have to remember that when you run you constantly shift your centre of gravity. As it is now it feels very close to linear tweening between a couple of points. Try to add some momentum by weighting the keyframes.
Not meaning to offend the voice actor in any way (I'm sure she's done her best), from my point of view I think her voice comes across a bit too soft and whiny. I think she's got a great tone but needs more clarity and confidence.
The game looks great, albeit a few animation that look a bit stiff, which I'm sure you are planning to revise anyway.
The music has a great evocative quality and adds a tone of melancholy to the story. I think it adds a lot of value!
Congratulations on making the milestone! You should all be very proud of yourselves, you have a great game to show.
I opted to write my own. I'd rather hone my OpenGL skills than bother to learn a new engine. The main advantage is I can focus on the features I want, without the added bulk/overhead of an off the shelf engine, and I have total control/precision to tweak everything exactly as I want it. The drawbacks are, of course, longer development time and the need of a fair amount of technical knowledge.
I do see why people would use Unity though, it's pretty powerful, so I guess it's just down to the tools that are right for the job.
I'm not much for Minecraft but I like what you guys have done. Keep it up!
I think you should add some rim light to the characters' silhouettes, it should help with increasing the contrast between them and the background. It's hard to see anything at all.
Most people nowadays use 'open world' as an excuse to slack off on the game core storyline and mechanics. 'So, what do you do in the game?', 'Well, it's open world, dunno, chop some trees'. I'm so sick of game developers slapping off an ugly voxel world and saying 'There you go. That's the game, but you have to craft your own adventure'.
I see your game a bit different. You have a motive. Your game is a journey. Your players will be traveling in a surreal world of unknown proportion and poetic beauty, where nothing is confirmed to be impossible, but is left in a state of fantastic credibility.
I'm bought in.
DAYIUM SH/T JUST GOT REAL :D
Love the screenshot with the god rays, maybe you can make them a light "putrid" green colour to give it an eerie feeling? :D
"Satou-san! the ones making the money are the ones making the games!"
Completely off-topic, is that Nakahara Misaki in your avatar?
Dat hair animation.
Good stuff guys, thanks for sharing!
Very good progress! It's coming along nicely.
About food values, there's a lot of ways you can do it, I personally feel that your current labels are great, but some experienced players might feel hindered by it.
To make everyone happy, you can show both! There are many ways you could do it: add a tooltip with the exact value, add it next to the label Low(2), or make them hold a key (eg Alt) to show detailed information. There's always gonna be stats freak that build their characters on paper and take everything into account to get to perfection, so you need to cater for them too :)
I'm glad I subscribed to your little game here. I like your optimism, it's getting me excited as well! Good luck on your exams!
Man, I can't wait for your next playable demo. Great stuff!
I am loving this!
Not to worry :) The cool thing is that Closure uses JSDoc's annotation system. So if you normally use JSDoc to generate the API Docs and get optimizations for free :D
Dunno if you're using it too, but here's the link for it just in case Github.com
Wow, you're really going at it, aren't you! The golems look kickass though the big eyes make them look a bit alarmed :)
Awesome sauce! Closure Compiler can actually help you do more than just obfuscation and can help you dramatically decrease the file size. Of course, you have to help it a bit, but it's relatively easy to implement and the constraints it imposes even forces your code to be clearer and prettier :)