I dunno, I heard Deluge is pretty great. ❤️
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Yes. Just use "DarkWave" and "Jump", don't use any other attacks. When the doggo starts using Summon, use the potions under "Items" and to try to keep both of your characters alive - if it's still too hard, a playthrough vid is available on youtube.
While playtesting this, I wanted to make it like those old flash movie games on Newgrounds from 2000, where it was hard enough, so that you'd lose and see the gameover screen at least once, but once you figured out how to beat it, you could see the ending every time - but I probably made it too hard.
Eitherway, thanks for the feedback. :)
Great Read. Liked the Red Green nod at the end there 🍁 ;).
"Instead I kind of just test played the game over and over and got a feeling for how much time should pass until the next station appeared."
Yeah, this is one of the hardest things to figure out. While animation will always be incredibly tedious, it might've been just as equally hard to figure out, how to achieve the same effect, while also trying to queue up these transitions, through player interaction sequences.
Like, you may have had a game that could've been finished in less than 8 minutes. But it probably would've taken longer than 5 weeks to make, just trying to figure out, through planning and polishing, how each sequence would move on it's own after each player interaction - but this is definitely worth researching for future projects, so if you do plan to use this idea again down the road, you'll know how to and be able to do that very quickly.
Looking forward to more with what you're working on. I remember talking to SplashKhat and even though he mostly worked with 2D sprites in his Newgrounds shorts, he desperately wanted to move on to something that would allow him to work in 3D, because it would have offered him more control over, not only the perspective but the composition of his movies.
Stuff like Grandia, Thousand Arms and Xenogears, even though those games still utilized 2D sprites, involved a lot of 3D camera work, and often that 3D camera work, gave a better sense of emotion in a particular scene than what 2D or FMV could do alone.
2D in a 3D environment, might be the route worth exploring. Looking forward to what you work on next.
This was really well done. I don't wanna write a review, cause I can't seem to write anything well written these days, but I do wanna share my thoughts: I really liked this game, It reminds of what silent hill 4 was trying to do with their stronger focus on melee combat earlier, only better, I like how you have to hold ctrl, to wield the axe, so it's a little bit unwieldy - like you can't turn around if someone's coming up behind you, so it's lot scarier. I also, like how, unlike a typical survive horror game, it doesn't have jump scares, like you seem to build tension, by just using a set of these really strong, but simple, and very effective sounds - like it's not noisy static stuff like from silent hill. It's like, normal every day sounds, like nails falling in an empty room, that kind of stuff and it's scary cause of what it remind us of.
I wish there were more weapons, I wish it was longer. I wish there were more bosses. There's this really cool established atmosphere and theme of isolation in your games, like it's not quite silent hill and it's not quite demon souls, it's not complete isolation or desolation, it's somewhere in-between and that's where this gets interesting. Like, it'd be really cool if you could make a game, where you could really explore that and tie it together with a story or something, not something concrete, but something that just loosely ties it all together, so it feels like a cohesive experience, cause this was some really good stuff.
But yeah, this was really cool. I wasn't expecting this.