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Messages - Lympha

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Windows / Mac / Flash / HTML5 / Re: Ahoooj
« on: June 24, 2012, 07:46:30 am »
Sorry, it was a bad export, now it is fixed. There was also some content missing, thought you are right that is little but empty.
Sorry once more!
It's fine, really, you shouldn't feel such regret, just because of a little glitch, it's not even a finished game, so bugs should come up regularly at this point, nonetheless, this has been quite flawless on the programming.
Some other people also suggest increasing boat speed. This is also first level and it should be harder and harder so we will try to make it more challenging (this is rather prototype than demo).
I want to ask - did you use the up arrow most of the time? And still it was slow?
And what fps are you running the game? because it is not much optimized, so you could be running low fps. We are running 30-40fps and assume the speed fine (with up arrow pressed).
I didn't feel like I as experiencing any lag, but I would not be surprised if I had lag, considering my computer isn't the fastest. I do use the arrow key 24/7, with exception of the corners, naturally.

All in all, I think a speed up on the boat would be a nice, just to heighten the pace a little.

Windows / Mac / Flash / HTML5 / Re: Ahoooj
« on: June 23, 2012, 06:56:09 am »

It's a pretty cool game, even though it's really kinda boring. I get that it's supposed to be casual, but it might be a bit too casual. A bit of a challenge or goal would be kinda nice.
There was a big where you were over the bridge instead of under, which should be fixed, as soon as possible, as it's something really obvious.
Further, I got stuck somewhere, because the screen was too big for my mini notebook monitor and I couldn't get out. Which really sucked, as I was like 7 points away from 1000. I recommend trying to improve the speed of which the boat backs up, as I really didn't stand a chance there.

All in all, it was a cool game, nice art and coding, but it really didn't appeal to me that much, mainly because of the extremely slow pace. Trust me, I like casual gaming, but this was just too slow.

Windows / Mac / Flash / HTML5 / Re: Renewal (WIP)
« on: June 23, 2012, 06:44:20 am »

Sounds great, I hope the game will turn out well, I'm looking forward to seeing the new tile-sets, I sincerely hope you'll do a better job at it than me, even though I'm sure that is indeed the case.
The walking sounds could be a nice feature, but I'd like to point out that you have to be sure the sound is close to perfect; not too noticeable, perfectly in sync, etc. If it doesn't suit these standards, there should be a lot of tweaking, if not removal.
The bone dagger sounds cool, I'd like to see some more images being released revolving around weaponry, as I'd like to see how that's coming along. And perhaps even character holding the guns to see what that looks like. Nonetheless, I'm sure it'll be awesome.
Any chance you could give more information about when the beta shall be released?

Windows / Mac / Flash / HTML5 / Re: Pixel Drazgo
« on: June 06, 2012, 09:27:33 am »

So... When I started playing this game I got repelled by the graphics, big-time. I'm aware that art takes time to create, but perhaps you should put a little more time in it. I mean, the character has terrible proportions, the rock-throwers and wizards are just build up from squares. The trees have the same pattern, that's transparent for no reason. Not to begin about the log that looks like corn.

Anyways, game-wise, I guess the game was pretty alright, the game certainly wasn't short as I spent quite some time playing it. Bosses were quite well made and had different ways of killing, which was a nice touch, although I got kinda tired of them being in the air constantly.

The animations were alright, I suppose, although the walking loop could really use some touching up. I recommend trying out a walk loop with a stick figure and basing the animation for your current character on it.

Overall, the game was quite okay, I can see it took quite some effort and it had some pretty smooth coding, no big glitches. My main problem is the visuals really, although there's also quite a lack of variation and challenge.

I hope you'll make something awesome out of this.

Windows / Mac / Flash / HTML5 / Re: Dwarf Miner [WIP]
« on: June 04, 2012, 11:55:20 am »

First of all, I'd like to say that the art style is looking fantastic. It really brings me back in the day, I really love the 8-bit colors you used, it looks extremely promising so far.

Now for the critique part... The game is called Dwarf Miner, this insinuates that the game is about mining. This on it's own isn't really a bad thing, except for the fact that this has been done so many times it becomes rather cliché. I enjoyed mining games, like Minecraft, Terraria or the smaller Flash games with a similar idea, but it starts to get just really unoriginal. That said, I do think you should be fine if you implement some of your own original features.
The game-play seems very slow paced at the moment. Even though I understand that this might be a game that's made for more casual purposes, a bit faster gaming would be nicer. Only fastening your movement slightly could make it a much better game. In my opinion that is.
Although I praised your artistic side before, it does have a big flaw; the styles don't blend well. Right now, the heart really looks off, as do the mountains. What I would have done is perhaps erase some colors and try to keep to shading a bit more basic.

Overall, it's looking quite good so far, although the demo is really short so far, it's looking great. Please don't take my criticism too harsh and keep in mind that all I've said is just my opinion and I don't speak for others.
Keep doing what you're doing.

Windows / Mac / Flash / HTML5 / Re: Kung fu exam
« on: May 31, 2012, 01:41:26 pm »

The art on this game, besides the menu page, is pretty swell, but I do feel this game is lacking a lot. Mainly variety is something that doesn't really make an appearance in this game, overall it's just jumping over enemies while grabbing some points, it gets boring really easily. What I'd try to do is add some more originality and variety in the game. More enemies, with different AI's, as they are only throwing at the moment. The jumping animation could also use some work, I don't think the way the character jumps right now is very convincing, maybe you should change it into someone with one of his knees in the air. Also adding a few more frames for a nice animation would really do wonders.

All in all, it was a nice game, but really nothing special. Nice job on the sprites, but that was pretty much the only really good thing about it. Keep it up, though.

Windows / Mac / Flash / HTML5 / Re: Renewal (WIP)
« on: May 31, 2012, 01:20:20 pm »

The new housing tiles look fantastic really, although I have to say, the fridge looks a bit off. I think you gave yourself a bit too much of a challenge by going for a round fridge instead of a square one. My main issue is that all furniture seems to have a bit of an odd perspective, but perhaps it's just something that takes getting used to.
On the damage thing, I think a number popping up, showing the damage would do the job well, I don't think there's any reason to over-complicate that.

It's good to hear that you're making nice progress, is there any chance you know when the game could be finished? As I'd like to know when to expect it.

When it comes to beta-testing, you know I'm available if you need anyone to give a critical view on the game, I'm always happy to help, especially when helping involves playing a game.

Anyhow, keep it up, guys, so far, it all looks quite promising.

Chit-Chat / Re: mario vs doodle jump
« on: May 22, 2012, 05:20:26 am »
Perhaps it's the blandness of the story that makes it so attractive to play. Obviously the Mario games are more about game-play, but it would obviously not be even half as good as it is now without the plot. You should base your opinion wider than the classic games and more on the newer. Back then, it was kinda hard to have a whole story going on with their technological knowledge, but these days the Mario games have good stories. Take Super Mario Galaxy for example. Perhaps I'm just odd, but I got sucked in right away. Perhaps I just vary opinion from you guys, but I don't think you can bash a great franchise like that, just because the plot is mostly the same. After all, I would probably not be eager to buy a game without Peach getting kidnapped as it just takes away a great part of Mario.

On the bold font part, if more people complain (which I would prefer through PM), I might change it. BUt I don't really see the problem of a bold font, right now.

Chit-Chat / Re: mario vs doodle jump
« on: May 21, 2012, 03:13:53 pm »
Mario as it actually contains a lot of story line
I'm not claiming that Mario has the greatest storyline ever, but there's certainly a great amount of storyline going on in the Mario franchise and I'm rather disappointed that you didn't take the time to give arguments or explanation your disagreement. I've been a loyal Mario lover since I was a toddler and the game's storyline has always intrigued me, no matter how cheesy or cliché it might be.

Mario for me.
@Lympha Why can't I compare them? They might be different, yes, but it's not hard for anyone to say what's the better game, regardless of the era/mechanics/company of them. The question could have two completely different things like, say, Die Hard 4 and The Old Man and The Sea, and I could tell what is the better thing out of the two.
(It's Die Hard 4 since it didn't had pages of softball related dialog.)
I just don't think you can compare two games that just vary so much from each other. It's comparing apples to oranges. One is just really fresh and has a nice bite, while the other is really juicy and much sweeter. I hope you're getting what I am trying to say. I just don't think you can compare things so different to each other.

I'm sorry for sounding harsh, next time I'll try to take your feelings into consideration more when I am writing criticism.
On the loading time issue, it's not about your computer's specifications, but your Internet-connection. I have a pretty strong connection at pretty much all times, but now I opened the game again, I definitely feel like I might haven't had as good Internet as I thought or perhaps there was a different reason that I can't specify.
I re-tried the game and watching the same intro again, made me realize how great the addition of a 'Skip'-button would be. Further, the sound can get really annoying, a mute button could be a great relief, otherwise people are forced to disable all sounds on their computer which kinda sucks.

I'm still thinking what I thought before though, the game can still use a lot of improvement. I'd go back to the drawing room and try to figure out how the game could be improved and what should be added.

Windows / Mac / Flash / HTML5 / Re: Apsis (WIP)
« on: May 20, 2012, 05:12:04 am »
The game was actually quite impressive, at least better than I expected. The first thing that impressed me was the slick looking loading-page. It was bland, but still quite impressive. The control page was perhaps a bit too bland, but you can't really have too many complaints about it, it was pretty decent and covered everything.
The game-play had some pretty nice graphics, you did a good job on the pixel-art.

Now here's where the criticism kicks in; first of all, the pause button didn't work, even though it was nice enough to stop your movements, it didn't stop the enemy-shuttles in any way. Which is double bad for you. Second of all, at the moment, the game is pretty much spamming bullets, it'd be better in my opinion if you had more time between the shots, but with an increased damage. Further did some of the stars look way too much like bullets, or vice versa. I'd recommend to change the bullets from your ship into something more green and the hostile bullets to be red. This way there's an obvious color-scheme.
Lastly, the planets really look like they interactive, so here I was shooting at something in the background, perhaps you should blend it with the background more.

That's about it, so far, it was a pretty good game, I'm looking forward to more updates and will keep an eye on this thread.

The idea is original, but to be honest, I can't really see this going anywhere. These kind of games are fun when you have to kill time while something is loading, ironically, you can't play the game while it is loading, even though that takes a massive amount of time.
One of the things I dislike the most is how slow-paced it is. Try to speed stuff up, make the waves faster and shorter, to have the difficulty increase earlier. It took me over 5 minutes to get through the first wave only, which just takes too long.
Furthermore, I think it's kinda unfair to have you combo-meter to stop at ×8. While we're at it, the '×' looks really off and could use some work, in my opinion. Overall, the game is kinda original, but not really that much fun, it'd be cooler if made everything go faster, although I don't think it will make the game much better as the over-all concept just needs a lot of work.

Chit-Chat / Re: mario vs doodle jump
« on: May 19, 2012, 01:29:30 pm »

I don't think you can really compare these games as they are just so different. First of all, Mario was made during a whole other era in the gaming industry, in addition to that it was made for a whole different platform and it was made by Nintendo, the  one of the biggest gaming companies in the world, against Lima Sky, some independent game company.
And let's not forget the fact that both games are entirely different, with entirely different game-play, goals and styles.

If you really need to have a choice, it'd be Mario as it actually contains a lot of story line, but it'd mostly be the nostalgia that would make it better in my opinion.

Nonetheless, I don't think these games are comparable and it seems rather silly to ask a question like that, it's like asking what I like better, reading a magazine or watching the news.

Windows / Mac / Flash / HTML5 / Re: Renewal (WIP)
« on: May 17, 2012, 03:25:49 pm »
It's nice to see that you guys take criticism seriously, it's nice to know your ideas are actually being implemented, instead of going to waste.
The new weapons look pretty cool, but I have to point out that the kitchen knife doesn't really look like a kitchen knife, as the handle is very centered to the blade, a normal kitchen knife, or at least the ones I'm used to, has the handle more on the back.
Further, thank you for explaining the World Beyond to me, a few suggestion I have would be the Wastelands or something generic like Infected Area.
I like the idea of having several towns, the coolest thing about it would be that you can actually visit other towns, I really like the idea of raiding other villages and I'm pushing you to implement that.
Another thing that would be cool is a multi-player mode. Killing zombies on your own is of course fun, but doing it with friends would of course be even more awesome. I do understand though that you don't just implement a thing like that, as it takes time and effort, but I think it should definitely be something for on the to-do list.
Also, I just noticed that the side-view has a pretty oval head, I recommend making it more circular, otherwise it'd be very chibi on the front view and suddenly more realistic on the side.
On the zombies, I think they should have a more zombie fitting pose, with the arms up front, at the moment, they seem very lively. More sprites would be cool too, at the moment, you have a naked zombie and a zombie with clothes, I think there should be more variation there, zombies with just ripped shirts, zombies wearing a hat, you get the drill. Variation can really make a game.

Anyways, I don't have much left to say, it'd be nice to have some play-able version, or you should at least get beta-testers as different perspectives on things can really help.

Alright, so where do I start... First of all, the thing that really annoys me is the fact that you can't see the bullet, but it still kills the bears, I think it'd be nice if the bullets were still shows or that you limit the range of the gun, to make the, now somewhat easy, game harder.
Further, I don't like how you use different styles of art. On the background you have very rough pixel-art, then you have the hunter and the bears who have smaller pixels and are more detailed and then you have the meteors and the floor, which again have smaller pixels.
Further, I think bears should be killed by meteors to keep the realism there, and I think the bears could use some new sprites as they look really off now, especially on the arms.

Overall, I think the game is too easy and lacks a goal. At the moment, the game exists out of nothing but shooting bears. It'd be nice to actually have some goal and perhaps several environments and enemies. Perhaps gun upgrades, it'd be cool if the bears dropped hide or something, which you can sell in order to buy stuff. Anyways, decent game, but there's a lot of room for improvement.

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