When you first get 10 chains, are you supposed to be able to go through all 10, and then instantly have 10 more? It seems like the power regens very quickly at that point. So quickly it's just instant chaining after the first one ends.
It's intended to be that way. That level is special
I guess what was getting to me was how easy it was to spam a group of 4 to death, then back to a torch to refill my chains, because even if I took a bit of damage before getting to a torch I could heal up a few seconds later with another chain use to take down a few people, but if you guys are happy with it then I'll happily roll with it.
We've had some playtesters do that quite a bit too so we tried making it more difficult, but that ended up causing others to get frustrated with the game and rage-quit, lol. When you get around to playing on the hard difficulty, do let me know if you find it more fun/challenging because I personally think that that's the way the game should be played.
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RankenphilePassersby were amazedby the unusually large amounts of blood.Registered User, Moderatormod
As far as these complaints and suggestions go, I do know that they tested a lot of different scenarios when arriving at the current build. Not to say that such suggestions and critiques aren't welcome or useful, just saying that the current status of the build is anything but arbitrary.
As far as these complaints and suggestions go, I do know that they tested a lot of different scenarios when arriving at the current build. Not to say that such suggestions and critiques aren't welcome or useful, just saying that the current status of the build is anything but arbitrary.
I don't mind explaining some of the design decisions we made related to any suggestions. We're planning on updating the game down the road so we definitely want as much feedback as possible to make the next iteration better!
When you get around to playing on the hard difficulty, do let me know if you find it more fun/challenging because I personally think that that's the way the game should be played.
Hard was absolutely much more fun, I had to actually think about what I was doing instead of just being able to spam through most fights and run away, haven't finished hard yet because I needed to sleep, but it was definitely an improvement for me.
A+ game. :^:
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Indie Winterdie KräheRudi Hurzlmeier (German, b. 1952)Registered Userregular
The jump from Normal to Hard seems to be pretty extreme.
It is quite a huge jump. We wanted to call it Insane and add another difficulty level in between and call that one hard instead... We'll look into that for our next update
I saw the concept art on the walls at DigiPen and I was like wtf your artists are SPOILING THE MARKET
Cause those are some pretty awesome textures and I love how the meshes are low poly and stuff but the texture work is really amazing, so hats off to the artists on the team.
While the game is fun, and pretty different from most games I've played (at least as far as the gameplay mechanics go) I gotta wonder; Is this just your guys' way of testing the engine for a much bigger game down the line? I'm hesitant to believe you'd build your own engine just to give it away for free.
Not that the design seems extremely deep, but I have seen free games before that were just simpler versions of something else in the works.
While the game is fun, and pretty different from most games I've played (at least as far as the gameplay mechanics go) I gotta wonder; Is this just your guys' way of testing the engine for a much bigger game down the line? I'm hesitant to believe you'd build your own engine just to give it away for free.
Not that the design seems extremely deep, but I have seen free games before that were just simpler versions of something else in the works.
The game is a student project so the engine we built was a requirement and unfortunately, our school owns the rights to all the work we've done for the game so we can't just use all of it for something else. It was intended to be a learning experience for all of us, not to mention the biggest project that any of us has been involved with so far. The engine is still good enough for us to push out more content for the game down the road and it's definitely something we're looking at doing over the next few months (maybe some kinda DLC, since that seems to be the trend these days :P).
That said, we would really like the chance to develop something like this on a larger, professional scale if we get the chance. Maybe if Valve hires us to do it
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It's intended to be that way. That level is special
We've had some playtesters do that quite a bit too so we tried making it more difficult, but that ended up causing others to get frustrated with the game and rage-quit, lol. When you get around to playing on the hard difficulty, do let me know if you find it more fun/challenging because I personally think that that's the way the game should be played.
I don't mind explaining some of the design decisions we made related to any suggestions. We're planning on updating the game down the road so we definitely want as much feedback as possible to make the next iteration better!
Glad you like it!
Hard was absolutely much more fun, I had to actually think about what I was doing instead of just being able to spam through most fights and run away, haven't finished hard yet because I needed to sleep, but it was definitely an improvement for me.
A+ game. :^:
that's what I thought it was too
man
I would give anything for something like that
except without the asinine "humor" and the creature mechanic
I guess that's enough that I can leave it up and be helpful.
Hmm, but only 30.1 kB/s upload
http://www.rockpapershotgun.com/2011/12/17/for-gods-sake-deity/
You guys are amazing and the team's thrilled by the positive response!
It's badass.
lol
It is quite a huge jump. We wanted to call it Insane and add another difficulty level in between and call that one hard instead... We'll look into that for our next update
I saw the concept art on the walls at DigiPen and I was like wtf your artists are SPOILING THE MARKET
Cause those are some pretty awesome textures and I love how the meshes are low poly and stuff but the texture work is really amazing, so hats off to the artists on the team.
EDIT: yes, I'm late. Sue me, I was busy :X
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While the game is fun, and pretty different from most games I've played (at least as far as the gameplay mechanics go) I gotta wonder; Is this just your guys' way of testing the engine for a much bigger game down the line? I'm hesitant to believe you'd build your own engine just to give it away for free.
Not that the design seems extremely deep, but I have seen free games before that were just simpler versions of something else in the works.
The game is a student project so the engine we built was a requirement and unfortunately, our school owns the rights to all the work we've done for the game so we can't just use all of it for something else. It was intended to be a learning experience for all of us, not to mention the biggest project that any of us has been involved with so far. The engine is still good enough for us to push out more content for the game down the road and it's definitely something we're looking at doing over the next few months (maybe some kinda DLC, since that seems to be the trend these days :P).
That said, we would really like the chance to develop something like this on a larger, professional scale if we get the chance. Maybe if Valve hires us to do it
EDIT: Happy New Year to everyone, by the way!