Super Endless Kingdom Mega Quest Extreme
Hi
Super Endless Kingdom Mega Quest Extreme is my first game project. Almost all the artwork and a good chunk of the music and sfx are from you good folks at opengameart.org. If your work is in my favourites there's a good chance it was used. I'll make sure everyone is properly credited in the released game.
Super Endless Kingdom is a top-down 2D rpg/shoot 'em up using mainly LPC art. More info can be found at the following places:
Studio Website: more screenshots (www.rubblegames.com)
Blog: more info and screenshots (http://rubblegames.blogspot.co.uk/)
Game Website: short trailer only for now (www.superendlesskingdom.com)
Twitter: for updates @RubbleGames
If anyone would like to get involved I'm looking for testers (i'm at closed alpha stage). You can sign up at either of the websites or message me on twitter. If anyone has questions or suggestions please add them below. I'll keep this post updated as I get closer to a full release.
Thanks
Paul
Rubble Games
My game is now in open beta and available on Kongregate:
http://www.kongregate.com/games/RubbleGames/super-endless-kingdom-mega-quest-extreme
You can view the credits from the menu screen, if anyone wants me to make any changes please let me know. I'll add a full list of all the OGA artists I've used to this thread when I get chance.
Thanks
Paul
Rubble Games
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Indie dev publishing as Rubble Games (www.rubblegames.com)
First project Super Endless Kingdom on Newgrounds
http://www.newgrounds.com/portal/view/690856
i played it a bit; ill make a less corrosive critics than the guys in Kongregate but harser in my own way.
Governing:
The governing screen is awkward, too many buildings without clear purpose, resume them all into the palace, give sliders to each one and some "?" tooltips near each one explaining their function. Having that many is confusing, you migth want to drop a few, also after each mission a pop-up of how your funding affected your kingdom should appear so you get why you are pouring money into them.
Since you will have an emptier kingdom now, put houses, mixed with services buildings that reflects your kingdom levels at services funding. EX: you start with only tents but after funding "Housing" until lv20 they become adobes (+10 max pop), if you fund education small schools pop up in between houses, increasing funding makes them high schools -> universities ...
Same for Security, it could make guard towers and barracks to pop up, which will increase the defending army, universities likewise grants combat mages, and hospitals healers for your army.
The idea is that everythings grants a reason to be funded, you get the decision what is more important and see some graphical result.
The buildings that give battles bonuses should be put near the palace, but they need an option to use the roulette again, by using gold instead of 30 min waiting.
Battle:
The gate defending is way too weird, those statues are totally getting in the way; clean the place.
Diagonal movement is a need, specially since there are so many obstacles.
More attack spells, this has potential to become a good bullet hell.
More enemies with different attack patterns and spells. (I only saw the green guys and some red ones so i dont know if there are non melee monsters); Is intended the green guys resurrect rigth over you?
This has potential so dont give up :)
Thanks for this feedback, this is really good stuff :D
The gate defending and diagonal movement feedback confirms what I've heard elsewhere so I've updated that straight away. I've released a new version today that adds diagonal movement and improves the city defence layout.
I'm still thinking on more attack spells but I have added a berserker melee attack that should mix things up a bit, there's also a special attack that gets unlocked after your artisans have provided a few perks.
There are non-melee monsters later but if players get bored before they reach them that doesn't help, so I've made all higher level mosters spawn at earlier stages. The zombies resurrection is their unique thing, there's a short delay before it can attack you to let you get out of the way.
The governing ideas are interesting too, merging some of the buildings is a good idea but I'm going to have to give some thought on how to implement it. For now I've made the Artisans wait time 15 mins instead of 30 while I think it through.
As you can see, your feedback was really useful to me so thanks a lot. If you or anyone else has anything to add then please do so.
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Indie dev publishing as Rubble Games (www.rubblegames.com)
First project Super Endless Kingdom on Newgrounds
http://www.newgrounds.com/portal/view/690856
I've released an updated version to Newgrounds this week, anyone who's interested can play it here:
http://www.newgrounds.com/portal/view/690856
As promised, here is the full list of opengameart contributors whose work I used. I've tried to credit everyone appropriately but this is my first game so I apologise if I've made any errors. I'll be happy to change the way anyone is credited if they're not happy:
Artwork :
Charles Gabriel (Antifarea), Lanea Zimmerman (Sharm), Stephen Challener (Redshrike), Carl Olsson (Surt), Shepardskin, Ben (artisticdude), Hyptosis, Tuomo Untinen (Reemax), helpcomputer; Jetrel, Hippo, Bart Kelsey (Bart), Bertram, Zachariah Husiar (Zabin), Sacio (djodin.com), Thane Brimhall (pennomi), Michele Bucelli (Buch), Cem Kalyoncu, Joshua Robertson (J-Robot), William.Thompsonj, StumpyStrust, bevouliin.com, Clint Bellanger, KnoblePersona, Calinou
Music:
Eric Matyas (soundimage.org)
Sound Effects:
David McKee (ViRiX), Ben (artisticdude), Bart Kelsey (bart), John McDonald, Mikko Rytkonen, Jaymin Covy (Damaged Panda)
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Indie dev publishing as Rubble Games (www.rubblegames.com)
First project Super Endless Kingdom on Newgrounds
http://www.newgrounds.com/portal/view/690856