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Messages - domagojbulat

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Journals / Re: AuroSword
« on: March 17, 2018, 09:45:25 am »
I totally agree with Merrak! You rarely have an opportunity to witness the fails, the persistence, the time invested etc. behind final results. You know the quote 'The master has failed more times than the beginner has even tried.'

I'd like to point out to one of advises that Bombini recently posted about " -14. If you do quit, scale down, not up. "

I believe here lies the key to success for us beginners. I myself have quite a struggle because of the size of my current game and I might have bitten more than I can chew (Woodwarf sequel). Big projects can become paralyzing because the finish isn't anywhere on horizon and anything we do seems just like a tiny drop in an ocean. I think it is critical to finish and launch at least one or two small games before attempting anything bigger.
In my case I got very motivated by Stencyl game jam. It pushed me forward to make a small but functional game (Quarrel Hill) within a single week. That game itself isn't very successful, but publishing it made me learn so much. I learned something about what does game design mean in general and what does it mean to me. I learned about uploading processes, Flash portals, game icons, game description "selling points", scoreboards and such. About feedback and audience, how to deal with really bad reviews. Got connected with other game devs, enjoyed great cooperation with other artists, received crucial help from fellow Stencylers - both technical and friendly supportive. I didn't learn much about marketing, still trying to avoid that lol. I only discovered Twitter is a nice place for creators of all sorts.

What I want to say - the game dev is far more than just creating phase of the game. The sooner you experience all aspects of the whole process, the better. That is why we need to create more small games. First I heard about the whole idea of keeping your scope small was at Extra Credits on YouTube. I recommend all their game dev related episodes! If you would have some questions, feel free to hit me up any time (best to my Gmail or Twitter).

Now get back to drawing board and create a nice small game! Go! Go!  :D

Windows / Mac / Flash / HTML5 / Re: Killers Road
« on: March 14, 2018, 03:47:25 pm »
It is a good start! You completed a game and put it out there so that is a big achievement already. I played it just shortly so I can not say much... I would suggest improving the graphics a bit. Also, when you reach the finish line, the scrolling down for the restart takes way too long. It is much better if the player can continue playing quickly after failing. Oh yes, after selecting "start" player shouldn't be able to switch selections any more while waiting for the start.
Other than that it plays good. I liked the damage meter.

Wow it is very nice! I liked the video very much, especially the old mobile phone interface. I don’t have any suggestions,  but I  would like to play it when you get to  beta!

Windows / Mac / Flash / HTML5 / Re: Space Pirate
« on: March 09, 2018, 12:12:39 am »
Cool!! Literally  ;) You too have a nice weekend!

iPhone / iPad / Android / Re: RETRO REDUX (Untitled)
« on: February 15, 2018, 09:32:26 am »
Wow! The game became really nice! Art looks professional and I adore the music. Where did you get the music? (I might need similar tunes some day)

Windows / Mac / Flash / HTML5 / Re: Space Pirate
« on: February 12, 2018, 01:15:48 am »
I like the old name much better, but I suspect maybe both names sound too common and might be hard to pop up in search results. Ok,  GoldSpace maybe can work alright ...  I have to say I love the plot so much!! I tried thinking of a good name but currently no real inspiration. Some questionable suggestions that you might build on: GoldSpace Hope, GoldSpace Fever, GoldSpace Embezzled, Centurion Javornik, FarAwake... can’t say I am happy with any of these. Creating a good name sure is hard!!!

Windows / Mac / Flash / HTML5 / Re: Space Pirate
« on: January 31, 2018, 11:36:08 am »
Middle or right, leaning more to the right.
Because right looks awesome and it has got some blocky style so it is somewhat unique. Also, middle maybe requires much more time and effort to create. So if they are both appealing and very similar, then I would choose the one that needs investing less resources.
Left is way too much in line with the simplicity of the gameplay characters so I vote no for left. It would be refreshing and revealing if we could see a more detailed portrait such as middle or right.

Windows / Mac / Flash / HTML5 / Re: Hunger Roll
« on: January 22, 2018, 03:51:25 am »
I like to play this game as a speed run. I think the most potential for this game is to spark up such competition between players.
If you find time, I recommend putting the time score always to be visible during the game play. The time rules need to be crystal clear. When I die and play again, does it count towards total time or that portion of time is reset? When I am trying to make a record I need to be aware how am I doing at any given moment. What is my current time score? Currently I need to play all the levels of a character just to find out in the end what is actually my total time.

I also downloaded, rated and reviewed. Hope it goes great in the stores! It is a beautiful series, congrats on the release!

Windows / Mac / Flash / HTML5 / Re: Hunger Roll
« on: January 18, 2018, 05:25:35 am »
You have got quite a nice rating now and I believe you will easily win some reward in Kong competition for January! Great job, well deserved!!

Windows / Mac / Flash / HTML5 / Re: Hunger Roll
« on: January 13, 2018, 10:53:40 am »
Wow, that was a really quick fix up! It was much easier for me to play at this environment. After elephant's lvl 17, I couldn't press next level but had to return to the main menu. Also, since you created a  leaderboard, it is crucial that you display the score within the game itself. It is really important for players to get feedback from the game all the time so they understand how they are affecting it.

Windows / Mac / Flash / HTML5 / Re: Hunger Roll
« on: January 13, 2018, 02:57:34 am »
I like the mechanics, it is fun to play! The art is also very nice. It took me some time to get used to the control though. Pressing right to raise the bar moves characters to the left so it is a bit confusing to me. I would like it better if pressing would lower the side of the bar instead of raising it. Also if possible, it would be nice if you could tilt the bar while moving it up or down.
I played it on Kong and rated all stars. Keep up the good work!

Windows / Mac / Flash / HTML5 / Re: Skedaddle - Endless Runner
« on: January 03, 2018, 07:58:35 am »
It plays nicely, but at this stage it looks very generic, just like a prototype. To improve it I suggest adding more  original sound effects and art... I love the particles trail that runner leaves behind him. Did you make that by images API? I still didn't try using images but will need very soon.

Windows / Mac / Flash / HTML5 / Re: Space Pirate (June 2017 demo available)
« on: December 16, 2017, 02:52:32 am »
If it is possible, you might put a larger price, for example around $7 and then often hold some discounts up to 50% - 70%.
I’m not sure how doscount policies work though, don’t have experience with selling PC games so far. (I do have Woodwarf on and Amazon Underground for $1 but with zero sold units)

Windows / Mac / Flash / HTML5 / Re: Space Pirate (June 2017 demo available)
« on: December 14, 2017, 07:18:14 am »
I am definitely interested in playing your game and seeing how it goes on in the future! I don't have an expert opinion, but I feel something around $5 might be a good price. I am your customer either way you decide  :) Also, when the game is this neat, there is a replay value even in going on trough the same story once more.

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