Rurouni Catholic wrote:Anyway, I just uplaoded Maces Wild. The game was really rushed, and it shows.
This game wins the award for most elaborate use of "sticking gameplay instructions that everyone and his mother knows about inherently in a training NPC." I think it literally took half the total game time I spent playing just to read them. If not for the fact that I already know how to play a standard OHR RPG, I'd think these instructions were very well written. The only thing I'd lose is that last end-of-training box where the robot says "That would be annoying." Coming out of a robot's mouth (or whatever he has passing as a mouth) it just sounds wrong.
I see you experimented with advanced NPCs (the construction worker mainly). Good job. Just to let you know, it is possible to create such an NPC and still keep him on track without walling him in. Just highlight the "Do Not Face Player" bitset and he'll continue on his track. I only bring this up because the wallmap over empty land is distracting. Give it a try.
And you're right. This game feels rushed. But anything that uses
"Dare to Be Stupid" as its disco song can't be all bad.
My only other comment is that I find the robot's weak arms versus Kenneth's power hit kinda skewed. Even a reserved robot can bring the pain harder than a strongman.
I'll bet if you fix this stuff and rerelease before Sunday, you might do a little better with it.
momoka wrote:Tch. I think I'm backing out. I've got nothing worth showing.
If you have anything functional in the game, then it's worth showing. It might not do well in the ranking, but at least it can be a part of something. I say don't back out. You got three days. Just tighten your story to something "demo length" and worry about the rest another time.
I Made Dis was built from scratch and released in six hours. And it still remains an OHR classic. Just use some foresight and the rest will fall into place.
Spoonweaver wrote:I just released Light Fight! Hope you like it!
I did like it, though it doesn't seem like much of a challenge if you take the top edge and fight from there. The hard part is in not confusing your buttons.
I also think achievement goals would make the game more interesting. As of now it's nothing more than a flashy beat-em-up simulator.
In the meantime, I'm most looking forward to your slime game.