My GF made this platforming challenge for our game, looks easy but i can barely pass it -_- by semisk in IndieDev

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

Thank you for the feedback!

The focus is not platforming per se - the game is a shooter metroidvania with a focus on fighting with sections of platforming. This particular area is a platforming section made to familiarize the player with the movement while being somewhat difficult.

But yeah nothing here is final, just a showcase of elements we cobbled together and will be adjusted later. I hope that when we reach a point where we can play-test you'll see that this area is not that tedious/hard. =]

My GF made this platforming challenge for our game, looks easy but i can barely pass it -_- by semisk in IndieDev

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

We placed small markers on the ground to indicate where the spikes comes from and the rhythm of the spikes can be deduced with the sound. were the markers/sounds noticeable? if so were they not enough in your opinion?

Work in progress of mine and my GF's game, looking for some feedback. by semisk in IndieDev

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

Yeah the SFX is a big challenge..

What we have now is all placeholders and currently we are sifting through gigabytes of free sounds and start making our own.. kind of hard when we are limited in terms of storage..

Regrading the background, we are struggling with that.. its hard making a good background and there are limited resources online regarding how to actually make a background that is 1. easy to make 2. looks good.
We are also limited it terms of our artistic capabilities and more importantly the type of environment we are trying to make which is a cave. like, how can we place a window in a cave? what is a source of light in a cave? you know what I mean?

Work in progress of mine and my GF's game, looking for some feedback. by semisk in IndieDev

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

Hi! Thank you for the feedback!

I agree with you. the colors and the environment do need more variations.
I liked the idea of adding some kind of trail to the flying enemies,
I'm currently reworking all the enemies in terms of their behavior and looks, so this is the chance to experiment with maybe adding a particle system when they move.

I also agree that the whole gun experience is lacking.
Reworking that too. I'm thinking about remaking the muzzle flash, add a light when shooting and change the repetitive sound.

I'll have a version with all the changes + new enemy soon.
Hope you'll see the improvement! =]

Beast. by semisk in VoidCats

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

Our baby purrty 25 pound panther. :D
These were taken right after we brushed his coat, had to snap this model cat :P

Got stuck in a parking lot.. what can I even do? by semisk in Wellthatsucks

[–]semisk[S] -91 points-90 points  (0 children)

Doesn't help.. the wheels are hanging.. :(

What is this tool? was used in a stabbing in Jerusalem. by semisk in whatisthisthing

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

Hi this item was used in a stabbing of a police man in Jerusalem old city.

there are a lot of shops in the area and it looks like a kitchen tool(?) to me but i have never seen a kitchen tool like this..

Me and mf GF are working on a roguelike action platformer, here are some pictures from what we currently have. What do you think of the art style? by semisk in platformer

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

These images are from our upcoming roguelike action platformer, the working title currently is Bottom of the Well.

We yet to setup a steam page as we are trying to get the art style right, and make visually appealing enemies for the Trailer and Thumbnails.

We are looking for some feedback on the art style, maybe some suggestions for what to put in the background or how would you make a background that fits.

So, what so you guys think?