Death from Above a steampunk shmupNOW WITH DEMO

Show us your works in progress and request feedback

Post » Wed May 24, 2017 2:56 pm

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Post » Wed May 24, 2017 6:04 pm

Man, I hope you don't hate me, but I just played the demo. If you want some impressions via pm, lemme know.

I do love your concepts though.
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Post » Wed May 24, 2017 11:33 pm

Sending the player back after dying in a space shooter? Bad.
Spacing between enemies and player being too tight/enemy sizes seem too large? Bad.

That's pretty much it from me for this demo. Everything else? Good.
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Post » Fri May 26, 2017 12:20 pm

ok everyone said it was 2 hard so I implement a lives system now you can die 3 times before you restart the level also I included a little reminder that pressing Ctrl when you are on the PC activates your shield and it goes away once you use the shield
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Post » Fri May 26, 2017 2:04 pm

Just had a quick go at work.

Couple of things

I can use shield after I had died so shield is appearing without player sprite.
The player is jumping on the edges when trying to keep in bounds
(this is probably because your player control events are happening after your keep in bounds events. If you change the order around this should stop.)
There is not enough feedback when I am hit.
The primary fire sprites could do with a little beefing up graphics wise, just a little, they are hard to see against some of the backgrounds.
The player hit box appears to be front weighted, (very accurate to the front of the ship but missing for much of the back of the sprite )
normally for these types of games you want a hit box that is smaller (maybe half the size) of the player sprite and bang in the middle.

I would dearly love to see the bosses animated….

But , regardless, what you have achieved there is fantastic,

I very much look forward to having a proper go when I get home...
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Post » Sat May 27, 2017 11:48 pm

Dude, Ive had a few more plays. and I think there is an issue with your player control. I've tried in both edge and chrome and your player ship is jumping / stepping in big jumps instead of moving smoothly while under control. Assuming this is not deliberate. It is like it is reading touch only every 0.3 seconds or fighting the input. Is it possible you have two sets of control active on the player ship at the same time??? Like a move to position is active at the same time as well as a drag and drop or something? Please dont take this the wrong way, its just that I love shmups and I think your game has the potential to be something special.
Last edited by NetOne on Sun May 28, 2017 2:21 pm, edited 2 times in total.
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Post » Sun May 28, 2017 2:25 am

Superb! Especially the concept art, and the resulting sprites are awesome.
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Post » Tue May 30, 2017 4:55 pm

For wich platforms do you consider publishing it?
Liked something I say?
Tip. My Bitcoin address: 1PLaeKmXQ8vEdGGJqXMq3KyB8hxeddxeSv
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Post » Thu Jun 01, 2017 6:07 pm

@princeofmars

I'll be honest I only played it briefly.
In the time I played it I only have one complaint/suggestion.

The reason I actually closed it was because at some point I had acquired a power up to my gun that turn my shots into a constant firing laser beam that seemed to be switching fast between red,green, and blue I think.
Anyways that beams constant super fast color switching was really messing with me and I just couldn't keep looking at the game/screen because of it.

My concern is that I think some people with Photosensitive epilepsy might get seizures from watching it though I can't say for sure. I myself am not susceptible to that condition but I still think it might be a good idea to modify that beam/lasers colors and animations.

Just my 2 cents.

Other than that I found it pretty fun.
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