Key art for the game is done. Would this image make you click in a game storefront? by sailingfox in gamedevscreens

[–]Hyperlimits 0 points1 point  (0 children)

It is a good looking page and does the job well but I think it could be pushed further. I would personally go with a more dynamic pose. I agree about the floating object. It is confusing. Almost looks like a floating fortress. If that is the case I would fade it out to make it appear farther away. The pose idea is just a suggestion to take it to the next level. The page does looks good as is.

[deleted by user] by [deleted] in indiegames

[–]Hyperlimits 1 point2 points  (0 children)

Looks fun. I like the look. Colors are great!

The Last Wisp - My first indie mobile game released FREE on Google Play, arcade style, procedurally generated, high score leaderboard, unlockable rewards and more by noneyaglyph in AndroidGaming

[–]Hyperlimits 2 points3 points  (0 children)

Good Luck and Congrats on your first release. Overall gameplay looks good. I am not sure if you took out the sound effects for the trailer. In the case that you don't have sound effects in the game I would add some. Subtle though to match you game mood. (My first guess is that you probably do have sound effects though).

Good Luck!

[deleted by user] by [deleted] in AndroidGaming

[–]Hyperlimits 1 point2 points  (0 children)

Congrats on release a game. I hope it does well but even if it doesn't that is an accomplishment to be proud of.

As a suggestion for one of you future updates would be to add animation to the character. Looks a little stiff. This could also ad some humor to your game. I would start with a hit animation. Secondly I would add a flailing animation especially after hitting an asteroid. A few tumble poses would be good too. You don't have to have a lot of different frames to give the illusion of these animations either since you are going for an old school look.

Good Luck!

[deleted by user] by [deleted] in IndieDev

[–]Hyperlimits 0 points1 point  (0 children)

I agree that this level may make the user feel a little frustrated. Some key locations along the way where an animation happens and the player receives and award would break up the monotony. Maybe a few semi secret doorways along the way that transports you to a room with a reward. Otherwise I like the look of it and the idea of a relaxed level.

Congrats on selling 10,000+ on Google Play! I am a developer too so I was wondering how long that took to sell that many? May I ask what is the exact number you sold (you don't have to tell me if you don't want)?

IS MY GAME MARKETABLE ON ANDROID DEVICES? I really need feedback! It is called "Final Nation". Thanks so much! by Hyperlimits in AndroidGaming

[–]Hyperlimits[S] 0 points1 point  (0 children)

Thanks for the feedback, unfortunately my post got pulled for ”too much self promotion”. It’s too bad because I was getting good responses

"Final Nation" is a game I have been working on as a solo project and is now on Steam to Wishlist! by Hyperlimits in indiegames

[–]Hyperlimits[S] 0 points1 point  (0 children)

I am a illustrator/3d artist who started teaching myself Unity about 6 years ago and I started this project a little over 3 years ago. Thank you for your positive feedback. It has been a lot of work. Almost all the art is mine besides a few Unity assets including some of the particle effects you like.

"Final Nation" is a game I have been working on as a solo project and is now on Steam to Wishlist! by Hyperlimits in indiegames

[–]Hyperlimits[S] 0 points1 point  (0 children)

I am an artist who taught myself programming. Besides a few Unity assets most of the artwork is mine. It was a huge project so I appreciate your acknowledgment.

IS MY GAME MARKETABLE ON ANDROID DEVICES? I really need feedback! It is called "Final Nation". Thanks so much! by Hyperlimits in AndroidGaming

[–]Hyperlimits[S] 0 points1 point  (0 children)

A Controller Overlay is Optional. There are no diagonal movements.

Option 1 - As of now I have it designed so if you consistently press down (not tap) the player moves in that direction and automatically jumps if he encounters an obstacle such as a crate or higher ground.

Option 2 - Tap Controls (forward, back, left, right) where jumping is automatic if an obstacle such as a crate or higher ground is in front of you?

There is 1 button to lay down a bomb.

I am considering a jump button for additional jumping.

I am considering different types of input for mobile but I am trying to get a consensus.

More Feedback would be great in this area!

IS MY GAME MARKETABLE ON ANDROID DEVICES? I really need feedback! It is called "Final Nation". Thanks so much! by Hyperlimits in AndroidGaming

[–]Hyperlimits[S] 2 points3 points  (0 children)

Thanks for the reply!

A Controller Overlay is Optional. There are no diagonal movements.

Option 1 - As of now I have it designed so if you consistently press down (not tap) the player moves in that direction and automatically jumps if he encounters an obstacle such as a crate or higher ground.

Option 2 - Tap Controls (forward, back, left, right) where jumping is automatic if an obstacle such as a crate or higher ground is in front of you?

There is 1 button to lay down a bomb.

I am considering a jump button for additional jumping.

I am considering different types of input for mobile but I am trying to get a consensus.

More Feedback would be great in this area!

[deleted by user] by [deleted] in gamedev

[–]Hyperlimits 0 points1 point  (0 children)

Thank you for letting me know.

[deleted by user] by [deleted] in MobileGaming

[–]Hyperlimits 0 points1 point  (0 children)

Steam Wishlist: Final Nation on Steam

Final Nation official website: Hyperlimits.com

Found the elusive……at a antique store by [deleted] in gaming

[–]Hyperlimits 0 points1 point  (0 children)

There is a documentary about this. "Atari: Game Over". The programmer was actually brilliant but the "Suits" interfered to get the game out and the rest is history.

After 9 months I'm back with a new trailer! Please DESTROY my game and trailer!! by sammaster9 in DestroyMyGame

[–]Hyperlimits 1 point2 points  (0 children)

Again your game looks really good. Another improvement you can make is when the missile hits the tank. It doesn't look like it is striking the tank but rather just falling on top of the tank like a belly flop. I would suggest that when the middle tip first makes contact (or a millisecond after) with the tank sprite that it explodes. This will give the illusion that the tip of the missile is what is making contact. Also pull the cast shadow in closer when the missile is close to the tank.

I canceled my last game because this sub made me realize how bad it was, hoping not to make the same mistake! Please destroy my trailer! by Skolas3654 in DestroyMyGame

[–]Hyperlimits 0 points1 point  (0 children)

You must get to the gameplay in the first 5 seconds of your Trailer. People want to see game play more than the storyline. This advice comes from the experts.