Nice! Good job so far. Reminds me of Risk of Rain, if it was played from a 2.5D perspective.
Looks neat. If you change the YouTube link from https to http it will even be embedded directly.
Edit:
At 1:02 there's a z-ordering problem, i.e. the player sprite is on top of the enemy despite the enemy being in front.
What I'm personally missing is some sense of depth for the projectiles. While a drop shadow might be odd for them, how about adding some glow that's reflected by the ground (i.e. a colored shadow)? This way it would be easier to properly judge projectiles' positions more easily.
Looks great!
I don't really see any relation to rogue though or any roguelike elements for that matter. I don't want to sound picky but seems like every other developer for some unknown reason wants to slap word roguelike on any game involving procedural tilebased levels :-\
Looks rather playable. Nice work :)
Naming-wise, just thought I'd point this out:
STAG = Space-Themed Adventure Game
;)
I see you got the lighting idea working. Excellent!
I think the transporter should glow when used too ;)
Nice! Like the art. :)
I know it's not that different what others have already said, but, I absolutely love how the game looks.
That smooth-pixelated look is just awesome.
That is absolutely beautiful viewing it fullscreen.
Altho the games are entirely different, everytime i see your game it makes me think of Another World.
Aaah the good ol' days. That too was an awesome game!
Anyways - Good vibes!
SOooo....When can we alpha test it? :D
That last gif is fantastic, I love the art style.
(That beam attack looks ridicuously difficult to dodge, though)
Is the "indexed/limited palette" look a part of the overall style or is it just due to it being a GIF?
Part of it being a gif.Kind of a shame. It kind of suits the style ;)
Kind of a shame. It kind of suits the style ;)
Kind of a shame. It kind of suits the style ;)
This could easily be solved with: VIDEO Settings -> Hapax mode :D
The art style is just perfect, love the palette.
The only thing that doesn't make sense to me is that the player can only shoot in cardinal directions, especially since enemies seem to have full 360 degree freedom. I think it would be more fun if you aimed with the mouse and could shoot in all directions, eg Hotline Miami mechanics.
You could demo the mechanic without any artwork before committing to it. Then if it turns out not to be an improvement you just delete the branch from your git or whatever you use. Without having seen your engine, I bet that implementing the such a change wouldn't take very long.
But I didn't come here to tell you how to do your game :D just wanted to post my reaction to the awesome content you've shown. Really good job!
As said before, the project looks damn good, I hope you'll add a lot and a lot of elements :DWhat i hope to see is some trap mechanics. Kinda like in Bomberman.
(Ennemies, loot etc..)
As said before, the project looks damn good, I hope you'll add a lot and a lot of elements :D
(Ennemies, loot etc..)
As said before, the project looks damn good, I hope you'll add a lot and a lot of elements :DWhat i hope to see is some trap mechanics. Kinda like in Bomberman.
(Ennemies, loot etc..)
So the player can put down a certain kind of trap / bomb with a timer and lure the enemy within range for:
- increased damage
- temporary complete freeze, slowness, or starting freeze and slowly regaining normal speed
- temporary immobalization (can still shoot, but not move)
- temporary blindness
- etc
Polaroid style...With some ambient animations i can imagine? I love it :D
Perhaps when showing them play a bit with (slight) rotation?
Yeah I like the rotation idea, animation would be really cool but I'm not a great animator so I might add that later when I get better at it :)Oh i didn't mean anything super fancy with animation, but more instead of just showing them onscreen, make them zoom in juuust slightly or (as you will) move the camera a bit from left to right when showing a polaroid and vice versa on the next. So ye basically play a bit with the camera in a very subtle way when fading into the polaroids. :D. Just a suggestion ofc.
The very first room of the game, prior to acquiring a space helmet. Wonder what's behind that heavy door?A SPACESHIP...OR ....OR....a TELEPORTER PAD !!! a three headed monkey?(click to show/hide)
The game looks great!
I have a tiny suggestion, though. It looks like the main hero moving animation is a bit slow compared to the "speed" of the map scrolling. It seems like it is a fairy flying around ::)
I'd suggest that you increase the speed of the animation cycle when he runs .
git clone https://github.com/evanbowman/Blind-Jump.git
cd Blind-Jump/src/
make depend
make Linux CPPFLAGS=-DLINUX
./BlindJump # <-- This runs the executable
Would a tarball containing the compiled executable be easier?