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Week of Awesome IV - The after party/judging thread

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125 comments, last by rodolfodth 7 years, 10 months ago
Great review, thanks :)

Regarding the WASD keys, you can remap the keys in the options.
The pink thingies were supposed to be shadows running from you (and later they are used for something else..)
You can press N to skip to the next level, there's only 8 after all.

As far as I've got from feedback I really really should have made the hit box of the spikes smaller. Oh well...

Fruny: Ftagn! Ia! Ia! std::time_put_byname! Mglui naflftagn std::codecvt eY'ha-nthlei!,char,mbstate_t>

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I have now finished playing and writing about all the submitted games, you can find the rest of the reviews here: http://darkdroid.com/

I must say that I am impressed by the amount of games submitted, the variery of games, and the overall quality of the entries - especially considering these games were created during a 7 day period. I can easily see at least a couple of these released as successful commercial titles if the authors were so inclined.

Good job everyone!

EDIT: I had a little trouble with some of the games, if authors can offer me some hints I will revisit their game and change my review accordingly!

Thx for the review!

I'm happy you like the graphics (it was not easy to implement as I made the game from scratch). :)

The user interface is not the most friendly (I knew that since I implemented it). I'll try to fix that (I'm planning to port the game to UWP). I'll also give the player more feedback.

I've seen that it was not clear that: "figure looking like a fool appears. I was uncertain if I was supposed to collect him or not.". Once a minute, a wizard appears. When you collect him, it gives you 3 skulls. Also, a big grave appears once a minute. If you collect it you can recieve skulls but you can also lose skulls. It is random. (That may be the cause you've died without knowing what happened)

Two more points of advice occurred to me regarding playing my game:

First, I recommend using headphones while playing: the positional audio can be a useful tool in locating danger.

Second, don't approach the game as a hack-and-slash--that's a good way to get killed in short order, I believe. The player-character is alone, outnumbered, and only a little more powerful than their foes; both player- and enemy- attacks do significant damage (but only the player can heal). Fight accordingly.

MWAHAHAHAHAHAHA!!!

My Twitter Account: @EbornIan

I finally decided to make a post mortem entry:

http://www.gamedev.net/blog/2213-silviushaders-woa-iv-dev-journal/

And here's also my long over due post mortem: http://www.gamedev.net/blog/1966/entry-2262200-week-of-awesome-i-v-overdue-post-mortem/

I've tried to play most entries, I'll see to write a bit about every encounter.

Fruny: Ftagn! Ia! Ia! std::time_put_byname! Mglui naflftagn std::codecvt eY'ha-nthlei!,char,mbstate_t>

Looking forward to see some 'official reviews' from the judges!

Gamedev journal: http://darkdroid.com

Homepage: http://www.kodingnights.com

Follow me on Twitter: https://twitter.com/kodingnights

I wrote notes with my submissions but you can't see them until the scores are posted, especially since they'd make the scores (in some cases) pretty apparent.

It would appear that (again) my game is too hard to play.

Here's a quick playthrough I did as soon as I came back home this week (have been away for around a week).

Hopefully it shows 'one of many' strategies that can be employed to play this game.

Remember: Prometheus is not a fighter, he is a builder, that would be why you'd be seeing me prioritizing evolving my ruins over having him at the front (they're much more efficient, and Prometheus is too slow to be everywhere).

(Note: I used the quick-cheat, which does NOT have any impact on gameplay aside from having the ruins spawn at the same time as the enemies, making it technically a bit harder).

Interesting, it looks playable there. I think the major problem I have with your game is that the enemies move way way faster on my PC.
I'm basically overrun after 20 seconds with no chance to properly react. Could it be, that the enemy spawns are synced to the frame rate or some such?

Fruny: Ftagn! Ia! Ia! std::time_put_byname! Mglui naflftagn std::codecvt eY'ha-nthlei!,char,mbstate_t>

Hmmm... they would, though I wasn't expecting it to make much of a difference in this case as I've been running at 60 FPS here without any issue.

Well, teaches me to use frames for something that's clearly time based!

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