As far as controls go I think my friend is awaiting moderator approval for his post.
Wrestler wise, I'm still pretty open, I might do a lot of different things. We do have a couple of alien like characters and maybe a special mode for extreme hilarity.
I might do a few burly people and then slowly add some more exotic beings.
I'm a bit confused as to what the game design is. i get it's going for what whole silly sumotori dreams thing, but so far i don't think you guys have found the fun? I really think that it's dangerous to be putting final assets into a game that isn't fun yet.
I'm a bit confused as to what the game design is. i get it's going for what whole silly sumotori dreams thing, but so far i don't think you guys have found the fun? I really think that it's dangerous to be putting final assets into a game that isn't fun yet.
I really recommend playing that, it's a perfect example of the sort of thing you guys are trying to do i think.
Your art as always is lovely though .
The aim is to make a physicsbased 2 - 4 player party fighting game that is just fun to play. That's why it's really great to hear your opinion. What do you feel would add more fun to the game? Every other playtester have liked it and I could really use some advice from someone who does not
I'm not sure what you mean by Nidhogg being the perfect example? the only similarities is that it's versus haha. The game is not nearly done yet and these are not really final assets either.
I'll try and give some more depth feedback, i hope this helps.
Nidhogg is great because it uses a small elegant feature set to make an engaging experience. If you can sort out your core mechanics in a similar way that would be a great step forward.
The best analogy i've ever heard for game design is to think of the player as a scientist. Games are fun when people are working out and learning the intricacies of how a system works, and when things feel unpredictable and uncontrollable my drive to invest the time to learn how it works dissapears. I think Sumotori Dreams works well because while the system is unpredictable, it is learn-able. In this case i think smash brothers is also a really good case study as smash is a physics fighter, but it is also deterministic, and the skill ceiling is through the roof.
First impressions are that the characters just fly around, it feels like they have lightly flatulating rocket backpacks pushing them around the arena. To overcome that is going to require some serious coding brute. I want ways to flick the players across the screen for example, or ways to crush the enemy, or ways to climb walls and get height to use more inertia. i think you get the idea.
I'd say the tldr; version is, raise the skill ceiling and make it more predicable, and you might just find your fun.
Replies
Theme: http://brokemypencil.tumblr.com/post/83678126888/another-piece-for-babb
there will be rebindable keys later tho
As far as controls go I think my friend is awaiting moderator approval for his post.
Wrestler wise, I'm still pretty open, I might do a lot of different things. We do have a couple of alien like characters and maybe a special mode for extreme hilarity.
I might do a few burly people and then slowly add some more exotic beings.
some character concepts
I'm a bit confused as to what the game design is. i get it's going for what whole silly sumotori dreams thing, but so far i don't think you guys have found the fun? I really think that it's dangerous to be putting final assets into a game that isn't fun yet.
Have you ever played http://www.nidhogggame.com/ ?
I really recommend playing that, it's a perfect example of the sort of thing you guys are trying to do i think.
Your art as always is lovely though .
The aim is to make a physicsbased 2 - 4 player party fighting game that is just fun to play. That's why it's really great to hear your opinion. What do you feel would add more fun to the game? Every other playtester have liked it and I could really use some advice from someone who does not
I'm not sure what you mean by Nidhogg being the perfect example? the only similarities is that it's versus haha. The game is not nearly done yet and these are not really final assets either.
I'll try and give some more depth feedback, i hope this helps.
Nidhogg is great because it uses a small elegant feature set to make an engaging experience. If you can sort out your core mechanics in a similar way that would be a great step forward.
The best analogy i've ever heard for game design is to think of the player as a scientist. Games are fun when people are working out and learning the intricacies of how a system works, and when things feel unpredictable and uncontrollable my drive to invest the time to learn how it works dissapears. I think Sumotori Dreams works well because while the system is unpredictable, it is learn-able. In this case i think smash brothers is also a really good case study as smash is a physics fighter, but it is also deterministic, and the skill ceiling is through the roof.
First impressions are that the characters just fly around, it feels like they have lightly flatulating rocket backpacks pushing them around the arena. To overcome that is going to require some serious coding brute. I want ways to flick the players across the screen for example, or ways to crush the enemy, or ways to climb walls and get height to use more inertia. i think you get the idea.
I'd say the tldr; version is, raise the skill ceiling and make it more predicable, and you might just find your fun.
New level:
We are also improved the character selection screen (Capsized Moose worked his magics).
We also discussed several gameplay modes to vary it up a bit.
And finally we are thinking about new ways of implementing characters.