Hello. How would these rules work with Mausritter? My group and I have been loving that system but wanted a tad bit more crunch.
Atomic Brainbag
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Hey guys,
I'm working on my game and had a thinking, I would love to see any and all devlogs you guys have going on! Here is mine to kick start the fun: https://atomicbrainbag.itch.io/pastel-power-patrol-the-bots-of-lv-3559
Good luck and have fun,
Atomic
Hey mate,
Cheers for playing the game and double cheers for doing it twice. As far as reactions go, that is definitely something that was in the initial 'document' (my brain) and some of the in game choices were going to be risk now, pay off later deals. Like the inter knight problems were going to escalate if you didn't do specific things etc.
Right now, the advice I'm looking for is how to implement some of my ideas and the systems that I would need to achieve that. Basically, arrays/lists are something I am horrified of and intrigued by in unity. I'm also looking at how the game 'feels' in terms of player interaction to game reaction.
Thanks again for playing it, really appreciate it,
Atomic Brainbag
You know, I didn't think of newbies or family so good catch on that one. Now I'm not saying hand it to the on a plate, I managed to beat the levels with some perseverance. However, I also had moments where I wanted to just quit. I think it stems from the time limit placed on the player, if I fell on the last level with 20seconds left I would just wait it out and try again the next one.
Hey TheSudz,
Really like the game, has a real Binding of Issac feel ;) Now, one thing I would do is pitch bend the sound of the axe swinging of make some variations on that sound. That way it is less repetitive. Also, game feel is something you should look into, adding a simple animation/sound/effect to enemies dying will really help with that.
Other than those things I really dug it,
Atomic Brainbag
Hey Cepheid,
Want to keep this short, but, I really love this idea. Its got a cyberpunk LA Noir vibe that I am 200% down for. I agree with some of the other comments, a way to bring up the papers would be beneficial to the player. I think the mystery that you set up really lends its well to a sequel/expansion and I really REALLY want to know where it goes.
Keep up the solid work mate,
Atomic Brainbag
Hey there Nadia,
I only have a few major issues with the game:
- random awkward collision
- wall jump not working in the cave (that stopped me from progressing)
now what I do like are the imaginative tone, lovely art and great direction. I really hope you get the energy to continue with this one, I think it shows some great narrative promise.
Keep up the great work,
Atomic Brainbag
Hey there Mr. Zalonar,
Dug the game and I have been eye balling your work on tumblr. I found the game to be really easy with some floaty jump control. The one bit that I really REALLY liked was the run down the ally with the bullet chasing you. Expand that feeling into the rest of the game, where you are JUST one step ahead of something, one step away from death. As has been said, the music was lovely and I really like the opening 'cinematic'.
Good job mate,
Atomic Brainbag
Hey Potatofuzz (ace name btw),
Right, same as last time for me, I'm gonna get analytical!
- Art drew me right in before I even downloaded the game. Really like the rough and ready look.
- I love this almost personal feel to the game. Like I'm reading a slice of life in a fantastical setting. Looking at you, nicknames board.
- I like the atmosphere. It was melancholic. I had this feeling of a past well remembered.
- The little to no instruction really made me want to explore (I even think I found a little Easter egg) and it fit the tone nicely.
- the dialogue was punchy. Though I feel a more wistful pace for it would have fit nicer, however, what was there worked.
Atomic Brainbag
Hi,
I'm going to get super analytical (because that's my bag yo) these are also in order of when I encountered a thing or thought of a thing.
- Trust the player. We all play games as well as make them and with that come some expectations. I already was jumping around well before the sign told me to.
- Really loved the inclusion of sudo-narrative elements within the tutorial. The sign where it asks why the teleporters are there. Include that more?
- I like the little bit in lvl2 where you designed the level to allow the player to fail a jump, but then caught them after. Made me smile ;)
- The passable blocks are hard to read when moving. They are not that different from the solid ones. Maybe make that stand out a tad more. Not too much or it will be TOO obvious.
- I think I ran out of time because the game reset on lvl3. Had some awkwardness with a slight difficulty spike there. (got it on my sixth try by holding my breath and not blinking ;) )
- Last level is similar, with the number of mistakes I was making I struggled. However, once I did it I felt SUPER awesome!!
Good job again mate,
Atomic Brainbag
Game URL: http://atomicbrainbag.itch.io/6-week-lord
I'd Like feedback on: Just aboot everything. Somethings I know are janky and I will iron those out.
I need help on: Just aboot everything. This is my first game so ;) Generally I'm trying to wrack my brain around arrays and how to use them in unity. Any and all advice there would be muchly apperciated.
