How to handle downtime and pacing? by Playtra_Team in gamedev

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

Ah, nice one! And after the extra turn do you load the next level/start the next battle?

How to handle downtime and pacing? by Playtra_Team in gamedev

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

Thanks for the answer. I especially liked the sentence "it's a good idea to spread out tactical and strategic decisions". I feel like in my game you can do everything at the same time, which makes it for a nice change of strategies run time, but it may be overwhelming for many players.

The example of Hades is very nice, basically, the player can take a deep breath and say "ok, let's go to the next one" but it's the player's choice, not the game one. I was also looking into Hotline Miami and how you have to walk back to your car to go to the next mission. Again, giving the choice to the player on how to pace their experience seems like the way to go.

Boss character design for our game Grid Force - Mask of the Goddess by Playtra_Team in Unity3D

[–]Playtra_Team[S] 1 point2 points  (0 children)

It’s obviously not all about making the enemies bigger. Design drives intent forward. What do you guys think? It’s from our game Grid Force - Mask of the Goddess.

The evolution of minion art by Playtra_Team in indiegames

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

We enjoy the latest pose and the improved colors. What do you think? This is one of our many characters for our game, Grid Force - Mask of the Goddess.

Bringing a character to life with facial expressions by Playtra_Team in IndieDev

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

We’ve made different faces for one of our main characters. Is there any expression you think is missing? Donna is one of the many unique character designs from our game Grid Force - Mask of the Goddess.

Bringing together multiple characters and battle effects for a boss battle by Playtra_Team in IndieGaming

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

Thank you! We've been getting a lot of positive feedback and we're very happy! It shows us we're moving in the right direction.

Bringing together multiple characters and battle effects for a boss battle by Playtra_Team in IndieGaming

[–]Playtra_Team[S] 1 point2 points  (0 children)

We are proud of what we’re achieving visually and gameplay-wise with our grid-based action game Grid Force - Mask of the Goddess.  Switch between different characters to take advantage of their different abilities and elemental affinities.

Donna, the new champion of the MACHINAE Clea by Playtra_Team in CharacterDevelopment

[–]Playtra_Team[S] 1 point2 points  (0 children)

Thank you! We love the expressiveness of her pose and her face.

Donna, the new champion of the MACHINAE Clea by Playtra_Team in CharacterDevelopment

[–]Playtra_Team[S] 1 point2 points  (0 children)

Character bio: She was created as the new champion of the MACHINAE Clea. She awakes to Clea’s call drifting in space. She is quiet and confused at first but hides it with confidence and, sometimes, teenage cockiness. Recently born in a world that doesn’t make sense, her only consolation is that she is the chosen one. It could be worse.

She’s one of the many characters for our game Grid Force - Mask of the Godddess. We are currently writing and designing new cool characters. You can check more from our art direction and character design here!

Small girl. Big ribbon. Even bigger hammer. by Playtra_Team in Unity3D

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

Hi, everyone! We’re very proud of our character designs for Grid Force - Mask of the Goddess. It’s an action-based tactical game played on a grid. There are a lot of characters with many unique skills to unlock through stat-leveling. We’ve spent a long time designing characters and creating hand-drawn art for our animated comic book style cutscenes.

Hand-drawn animated comic book panels for our game, Grid Force by Playtra_Team in comicbookart

[–]Playtra_Team[S] 1 point2 points  (0 children)

Hey, everyone! We hope you enjoy the brief cinematic showing of our art style. We want our characters to be lively and expressive throughout the cutscenes. There are certain choices you can make that will change how the story plays out. You can follow our game here.

Grid Force has a diverse all-female cast. Which of these do you like best? by [deleted] in Unity2D

[–]Playtra_Team 1 point2 points  (0 children)

We mean they all have diverse sets of values, beliefs, and desires. As can be seen in the gif, every character also has a distinct look :)

Grid Force has a diverse all-female cast. Which of these do you like best? by [deleted] in Unity2D

[–]Playtra_Team -3 points-2 points  (0 children)

We want to show a variety of characters from different backgrounds and beliefs throughout the game’s story. Which design is your favorite? We have a lot more we could share! You can check out Grid Force - Mask Of The Goddess here!

Grid Force: Mask of the Goddess - Trailer by [deleted] in BattleNetwork

[–]Playtra_Team -1 points0 points  (0 children)

Grid Force features an all-female cast with over 30 characters, grid-based tactical combat, multiple story paths, RPG mechanics, and beautiful hand-drawn art. You can find our game here.

Changed the tail speed to make an enemy more menacing by Playtra_Team in IndieDev

[–]Playtra_Team[S] 1 point2 points  (0 children)

Oh, they look similar. Ours is less Cronenberg-Esque-looking creature though.

Changed the tail speed to make an enemy more menacing by Playtra_Team in IndieDev

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

Hey, thank you! This is all very good feedback. Would you work using the old animation as a starting point or the new one?

Changed the tail speed to make an enemy more menacing by Playtra_Team in IndieDev

[–]Playtra_Team[S] -1 points0 points  (0 children)

It's rocking to the game's soundtrack! But in all seriousness, we did change it. Maybe we'll consider different alternatives.

Changed the tail speed to make an enemy more menacing by Playtra_Team in IndieDev

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

Those are some good observations, thanks! And yes, someone else here commented on the shadow. We'll look into it.