Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
Btw, this made me realize that the size is big for desktop export (for a small demo). I look around but it seems it was because free Qt uses LGLP license, which need to include all library. I guess we can't do anything about that? Probably better to add about that in FAQ.
Maybe win32 players without QT might be the answer? (and possibly osx ones too?)
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
thanks for the demo, looks nice. did you test it with infinite 'ammo'? in the first 1-3 levels having to stop for recharging seemed to be only a waste of time, it did not add to the game much. but i guess later levels can use that the ammo is limited until one sits down. btw this ammo sit to recharge reminded me to 'head-on', a favorite couch coop game. also the second type of controlling (point above the protagonist with the mouse) felt more natural to me.
That ammo kind of matter for speed running. Also sometime it got drained when the character is on top of spikes, which add much tension to the game. First stages is just for player to get used to the control. This demo actually didn't show anything at all. (Marketing person decision, said that i should not show it too much).
I also would remake the BG, since it is to bland for now.
the bg is not bad already, but improving cannot hurt if you think so.
what i've found a bit different style from the rest is the shiny buttons. the shine-spot i like but the gradient could be omitted, but as i said aleady in another topic when criticising the same in another game, i usually don't like gradients. but in your case also the map is particularly nice and without gradients, so i would follow that visual approach in the menu too.
@keszegh Tried to remove the shiny gradient at bottom. And you're right, it looks better now. Thanks. ^:)^
Well, i sometime didn't notice things like this, because i need to handle all of the things in the game (luckily no marketing)... So i like it when someone comment and critique to this game. If it's possible to change it, i will try to and see if it's better or not.
That "second type of controlling" also because someone's comment.
glad that i could help (a bit). i also realized during my projects that doing everything alone (programming+graphics+music or even webpage+marketing) is almost impossible even for a relatively small game/app, at some point i start to focus on one of these things and the others then suffer from this. it seems that you managed to balance these quite well so far.
for the steam version, if it gets greenlit, controller-support would be good.
Well, my game is not that matched with mobile gaming, so it didn't do well on mobile, but do well enough on PC. It is totally depend on how the game, and of course, how the marketing. So if you ask if it do well, for me it did satisfy me, which made me continue even now.
I know you did MagiCat - do you want it grouped with that or as a different publisher?
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
Comments
Fragmenter - animated loop machine and IKONOMIKON - the memory game
https://deluxepixel.com
(Or rather, please try... )
http://www.mediafire.com/download/1795i7yizrouc12/Miracle_Fly_-_Demo_[WIN].zip
http://www.mediafire.com/download/2sr4blczewhytd3/Miracle_Fly_-_Demo_[MAC].zip
Btw, this made me realize that the size is big for desktop export (for a small demo).
I look around but it seems it was because free Qt uses LGLP license, which need to include all library.
I guess we can't do anything about that?
Probably better to add about that in FAQ.
https://deluxepixel.com
btw this ammo sit to recharge reminded me to 'head-on', a favorite couch coop game.
also the second type of controlling (point above the protagonist with the mouse) felt more natural to me.
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Thanks for trying the demo
That ammo kind of matter for speed running.
Also sometime it got drained when the character is on top of spikes, which add much tension to the game.
First stages is just for player to get used to the control. This demo actually didn't show anything at all. (Marketing person decision, said that i should not show it too much).
I also would remake the BG, since it is to bland for now.
what i've found a bit different style from the rest is the shiny buttons. the shine-spot i like but the gradient could be omitted, but as i said aleady in another topic when criticising the same in another game, i usually don't like gradients. but in your case also the map is particularly nice and without gradients, so i would follow that visual approach in the menu too.
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Tried to remove the shiny gradient at bottom. And you're right, it looks better now.
Thanks. ^:)^
Well, i sometime didn't notice things like this, because i need to handle all of the things in the game (luckily no marketing)... So i like it when someone comment and critique to this game. If it's possible to change it, i will try to and see if it's better or not.
That "second type of controlling" also because someone's comment.
i also realized during my projects that doing everything alone (programming+graphics+music or even webpage+marketing) is almost impossible even for a relatively small game/app, at some point i start to focus on one of these things and the others then suffer from this. it seems that you managed to balance these quite well so far.
for the steam version, if it gets greenlit, controller-support would be good.
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Well, it already have controller support for demo.
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Likes: SinisterSoft
http://store.steampowered.com/app/395140
Likes: totebo
https://www.indiegala.com/monday?utm_source=MailingList&utm_medium=email&utm_campaign=Every+Monday+Bundle+88
good luck.
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Is this the only Gideros game released on Steam?
Was it worth releasing there, @tkhnoman? Did you try anywhere else (e.g. Apple's App Store)?
http://store.steampowered.com/app/414140/Jewel_bits/
There must be another one out there.
Not forget to mention, i released another game for Steam recently.
http://store.steampowered.com/app/656970/MagiCat/
Well, my game is not that matched with mobile gaming, so it didn't do well on mobile, but do well enough on PC. It is totally depend on how the game, and of course, how the marketing. So if you ask if it do well, for me it did satisfy me, which made me continue even now.
Likes: Favfly, antix, totebo
It surprised me to see that it was done in gideros.
I'll check out MagicCat
I really advise it.
And don't be confused by the cute gfx: that game is not easy.
Likes: totebo
http://store.steampowered.com/app/367110/Dustbowl/
I know you did MagiCat - do you want it grouped with that or as a different publisher?
https://deluxepixel.com
Likes: SinisterSoft
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Congratulations.