I could try switching out the beat for a pizzicato (where the notes are plucked instead of bowed) violin or cello. Or try just making the beat less repetitive. Maybe lowering the volume a lot and making it more irregular, or I could try just making impact hits infrequently. Sort of more cinematic--like in movie trailers. Let me know. We could always switch to PMs if you don't want to clutter the forum with the details.
I will absolutely give it a try! Do you have any examples of soundtracks or specific songs with the same feel you are looking for? This could help me to have a better point of reference and get a more fitting track made.
Hey, I might be interested in making some music for the game. No promises yet, but what kind of concept were you thinking for the game? TBH If it is going to be standard medieval music I might pass, but if I have the chance to make some motifs with instruments and scales or themes, I'd love the practice. The medieval style isn't my favorite to make and I feel like there are tons of songs on OGA that already fit the description, but I'd love to work on something else if you already had an idea or concept in mind.
Hey Melaniko. So, I played 3 levels and actually failed all of them. I think the game is too hard in its current state. Either having more responsive movement, shorter levels, or having fewer obstacles might help with this.
There was a part on the tree level where an alien was patrolling the top and a big tree blocked the bottom, so it took me like 30 seconds to get past. In the original version, it felt like a race to get to the end, this update made it a bit more frustrating because instead of going fast and dodging, it felt like I constantly had to stop and wait patiently for things to get out of my way so I didn't get hit.
Also, I don't know if this was the same in the last patch, but the knockback from colliding with objects seems maybe a bit severe. I would get knocked back really far if I caught a chain of objects. In the level with the candy canes for example, if the bouncing ball things could move you /forward/ instead of just backward, that could add another element of strategy to the game and make it a bit more fun. Just a suggestion, I know coding things takes a while and sometimes it isn't worth the time. But all in all it felt like there were maybe a few too many objects on the screen to dodge considering how loose the player movement is.
The game is coming along well, I love the level design and it looks a lot more polished from the last one. Keep up the good work. Maybe putting in an easy/hard setting could fix this up.
Just played the demo and I found it has a lot of great mechanics and it was definitely difficult enough to keep my attention for a while. Good job, hope it passes on Green Light.
A good option for editing sprites online is called Piskel. It is free, the UI is great, there are a lot of useful options, and it is amazingly simple to use. If you make your sprites in that and export them to your computer, then import them as a layer in Gimp (also free) or something else with more composition options, that may be a good plan.
I would probably advise against Aseprite. I bought it for $15 and realized it wasn't worth the money. Hard to keep a good workflow, the UI is terrible, and a lot of the features they have aren't very useful, while it is missing a lot of features that standard editors have. It's still in development though, so it may improve with time.
Hey Melaniko congrats on getting a working demo for your game! I would totally agree with p0ss that sound effects are desperately needed, they would provide a lot of life and movement to the game. Other things I noticed were that there was a graphical glitch with the loading screen at the start, and the quit button wasn't working. I'll play again when I get a chance and see if I can find any other improvements that could be made.
Thanks for all the awesome advice everyone! I feel like I have a good amount of ideas and concepts to work with in order to find my process for making games and for moving out of the beginner stages. I've actually made pong already in Unity, but that isn't much of an accomplishment in my mind. I have a few ideas for games right now, but I think I will try to tackle the easiest ones first. Since I can do art but I don't enjoy doing it, I think I'll try using generic assets to begin with and if I think the game is fun, I'll invest my time into creating some art. While doing remakes is all good and well, after thinking about it for a while, I think I'd rather challenge myself to do something new, because for me motivation can be a major roadblock and I'd rather be excited about the things I'm working on than knowing what to expect. Thanks again for all the input everybody!
Here's a quick mockup I made in 20 minutes, very rough. Let me know if the feel of the track matches up to the plan. Again, very rough, not final.
I could try switching out the beat for a pizzicato (where the notes are plucked instead of bowed) violin or cello. Or try just making the beat less repetitive. Maybe lowering the volume a lot and making it more irregular, or I could try just making impact hits infrequently. Sort of more cinematic--like in movie trailers. Let me know. We could always switch to PMs if you don't want to clutter the forum with the details.
Noted, I will take your words into account and try to get something started.
I will absolutely give it a try! Do you have any examples of soundtracks or specific songs with the same feel you are looking for? This could help me to have a better point of reference and get a more fitting track made.
Hey, I might be interested in making some music for the game. No promises yet, but what kind of concept were you thinking for the game? TBH If it is going to be standard medieval music I might pass, but if I have the chance to make some motifs with instruments and scales or themes, I'd love the practice. The medieval style isn't my favorite to make and I feel like there are tons of songs on OGA that already fit the description, but I'd love to work on something else if you already had an idea or concept in mind.
Hey Melaniko. So, I played 3 levels and actually failed all of them. I think the game is too hard in its current state. Either having more responsive movement, shorter levels, or having fewer obstacles might help with this.
There was a part on the tree level where an alien was patrolling the top and a big tree blocked the bottom, so it took me like 30 seconds to get past. In the original version, it felt like a race to get to the end, this update made it a bit more frustrating because instead of going fast and dodging, it felt like I constantly had to stop and wait patiently for things to get out of my way so I didn't get hit.
Also, I don't know if this was the same in the last patch, but the knockback from colliding with objects seems maybe a bit severe. I would get knocked back really far if I caught a chain of objects. In the level with the candy canes for example, if the bouncing ball things could move you /forward/ instead of just backward, that could add another element of strategy to the game and make it a bit more fun. Just a suggestion, I know coding things takes a while and sometimes it isn't worth the time. But all in all it felt like there were maybe a few too many objects on the screen to dodge considering how loose the player movement is.
The game is coming along well, I love the level design and it looks a lot more polished from the last one. Keep up the good work. Maybe putting in an easy/hard setting could fix this up.
Just played the demo and I found it has a lot of great mechanics and it was definitely difficult enough to keep my attention for a while. Good job, hope it passes on Green Light.
A good option for editing sprites online is called Piskel. It is free, the UI is great, there are a lot of useful options, and it is amazingly simple to use. If you make your sprites in that and export them to your computer, then import them as a layer in Gimp (also free) or something else with more composition options, that may be a good plan.
I would probably advise against Aseprite. I bought it for $15 and realized it wasn't worth the money. Hard to keep a good workflow, the UI is terrible, and a lot of the features they have aren't very useful, while it is missing a lot of features that standard editors have. It's still in development though, so it may improve with time.
Hey Melaniko congrats on getting a working demo for your game! I would totally agree with p0ss that sound effects are desperately needed, they would provide a lot of life and movement to the game. Other things I noticed were that there was a graphical glitch with the loading screen at the start, and the quit button wasn't working. I'll play again when I get a chance and see if I can find any other improvements that could be made.
Thanks for all the awesome advice everyone! I feel like I have a good amount of ideas and concepts to work with in order to find my process for making games and for moving out of the beginner stages. I've actually made pong already in Unity, but that isn't much of an accomplishment in my mind. I have a few ideas for games right now, but I think I will try to tackle the easiest ones first. Since I can do art but I don't enjoy doing it, I think I'll try using generic assets to begin with and if I think the game is fun, I'll invest my time into creating some art. While doing remakes is all good and well, after thinking about it for a while, I think I'd rather challenge myself to do something new, because for me motivation can be a major roadblock and I'd rather be excited about the things I'm working on than knowing what to expect. Thanks again for all the input everybody!
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