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Ukiwuki
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A nice take on Chekhov brain.
Controling human via brain doodles is a great mechanic, brain navigation via ceilings is also a good find. It's not easy to traverse though in case of missplased jumps and such. Also I the distance between different brain sticks is quite big.
Anyhow, I live in atown there the real Chechov was born (a writer, he was a prototype for Star Trek character) so I will see if this game can be showcased in a local museum ))
Thanks Paul!
That intro sequence was kinda unexpected. I remember as I was trying to get some some sleep and suddenly that idea just grasped my mind and didn't want to go away for, like, 20 minutes. So I had no choice to get up and implement it and learn how to use that new Timeline thing in Unity along the way. That tool is very cool and perfectly suited for 'movie' stuff.
I liked it. It have a very sound game mechanic in its foundation.
Some quick notes:
- seats cleaning gets quite tedious with time because of all that pixel hunting, perhaps that action could be simplified (like, just click on a seat)
- some time pressure could help with the challenge aspect (some waiting countdown timer for visitors?)
Overall it's good prototype with a working idea that can be scaled out into a solid casual title. So if you won't do it, then let me do it myself ))
Nice work! Interpretation close to the source, great intro and tutorial done right.
But I'm usually dying within first 5-10 seconds because I go fast and don't see where I'm going.
I demand a zoom out function )
Also why any low-speed slight obstacle bump leads to an explosion? These war carts were built for destruction, so please, give me an option to lay waste everywhere for longer and with bigger error margin.
Cheers!
Glad you liked it! You even spotted the recreated recorder, hell yeah.
And yes, this movie should be shown in gaming literacy classes as it's almost evilhandedly spawned whole FPS genre.
Some interesting trivia here - http://www.whoinspired.com/wiki/Doom
Hey, I got hit by a limo.. Oh wait, I was dead already. But I died rich and with a style!
Overall it is a nice take on the scene. Simple and elegant.
One note though. Don't know is it possible on Pico-8 or not.. sometimes it is hard to see goodies as skyscraper background sorta lacks in contrast department.
Oh and another one - how about a 'bounce' mechanic, some windows can have a net or a clothesline - this way fall can become more comedic, unpredictable and replayable.
Oh, that's an iconic scene. Good call)
I'm actually haven't played many rhythm games before, so my feedback below can be a bit misleading, but anyway..
During the play I found that my eyes are constantly fixed to the moving strip at the bottom, while my inner film buff wanted to watch vandancer moves.
I didn't feel any sync with my input and dance moves, should't they be correlating in someway? Like I missed a music bit, and dancer lagged behind or something.
I wish the dance would smoothly transition into a bar fight. Enemies could come from left and right, I would press <- and -> to punch them, down arrow to do a famous leg-split and evade hits, up arrow to do a double jump kick, e.t.c This way my eyes would be on the scene and enemies will act as rhytm markers.
There is a cool intro and a vibrant movie feel.
Racing part is kinda hard. Car is not feeling very responsive. And some kind of preemptive camera can help a bit there.
Town part looks supa good. But I had trouble figuring what changed in the scenery after activating colored stands.
Anyhow, this piece is solid and I made it to the end.
Also I will check the movie, it does have that 80's snakish vibe I like, so thx for heads up!
It seems 16 is a best result I can get )
I think parachute deploy key can be safely replaced with repeated "Spacebar" press after the jump.
I saw road flickering at the start (perhaps it is some z-fighting issue).
Camera angle switch near the ground kinda throwed me off and made it harder to do a perfect landing. Maybe smooth transition instead of a sudden cut would be better.
Anyhow it's a nice take on the scene. Good work!
Whoa, Kurosava entry! And art is neat.
I think it's better to face player right, it's just standart for most people)
And I with where were more throwing stars.. I mean, everybody love throwing stars)
Also arrow movement feels a bit exxagerated, I press once and he moves a lot of pixels.
Overall, a good start so keep them coming!