It's a twin-stick, couch co-op, shoot em up, horde mode game. We wanted to make a game that brought people together under one roof, so that's what we're trying to do.
Cool style, very Katamari like. I find the brighter levels are a little more readable than the night time ones. Would also be cool to see different level themes like a city or snow covered environment. I'd try it out.
Ok cool! Yea that's a good idea. I think we were talking about making a Fall map at some point, but we should just try out a bunch. Yea we need to work on the readability of the night time. What's been fun with this style is just playing with all the simple colors.
Looks nice, cool presentation but do you have anything to keep the player engaged ? From your page and video you show nothing alike thats why I ask. Is there any meaningful progression ? Progression through mastery of skills, unlockable characters, weapons, talents, skills, game elements, strategies, mutators etc - anything. Having some of such things are important and need to be well implemented else players will very quickly lose interest or do not even see the value in picking up the game in first place. The depth and replayability needs to come from somewhere, if you have that, show it off, if not I'd strongly recommend taking the time to get 2-3 or such systems done.
Yea we need to show off the progression more for sure.
Basically each round time you start the game you start off at Wave 1 and see how far you can get. Each time you beat a wave you get a weapon to add to your weapon pool. Your weapon pool determines the types of weapon drops that can drop randomly around the map. You only get a choice between three random weapons each time you're prompted to add weapons to your pool so you kind of have to make a choice based on what you feel like would best suit your loadout in the moment. We already have over 30 weapons in the game so part of the fun is that you don't get the same weapons each time. The progression comes in that slow customization of your weapon pool, and as you move into harder waves you unlock beefier guns.
Anyways, that's generally how it works. We're tweaking it a bit, but every time you start the game it's supposed to give you a fresh experience where you get new and different weapon combinations each time. We also have some other stuff that aren't weapons in the works to add progression as you move through the waves, but we're still implementing them so I don't want to talk too much more about it yet.
Now that you mention it though I wish that in our initial push for the game that we had some icons and progression system shot's hammered out so people knew that they weren't going to be voting for something shallow without anywhere to go.
Oh also, enemy combinations give a good sense of progression I think, but yea. We probably weren't concise enough with what our game actually IS.
Hey Y'all. We finally finished the game we were working on. Just thought I'd update this thread. Here's the release trailer. https://youtu.be/m1rZduHkj1U And the release date is June 6th.
It's kind of been about a year of transition for me and my friends so it's cool for us to finally see it come out
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From your page and video you show nothing alike thats why I ask. Is there any meaningful progression ? Progression through mastery of skills, unlockable characters, weapons, talents, skills, game elements, strategies, mutators etc - anything. Having some of such things are important and need to be well implemented else players will very quickly lose interest or do not even see the value in picking up the game in first place. The depth and replayability needs to come from somewhere, if you have that, show it off, if not I'd strongly recommend taking the time to get 2-3 or such systems done.
Basically each round time you start the game you start off at Wave 1 and see how far you can get. Each time you beat a wave you get a weapon to add to your weapon pool. Your weapon pool determines the types of weapon drops that can drop randomly around the map. You only get a choice between three random weapons each time you're prompted to add weapons to your pool so you kind of have to make a choice based on what you feel like would best suit your loadout in the moment. We already have over 30 weapons in the game so part of the fun is that you don't get the same weapons each time. The progression comes in that slow customization of your weapon pool, and as you move into harder waves you unlock beefier guns.
Anyways, that's generally how it works. We're tweaking it a bit, but every time you start the game it's supposed to give you a fresh experience where you get new and different weapon combinations each time. We also have some other stuff that aren't weapons in the works to add progression as you move through the waves, but we're still implementing them so I don't want to talk too much more about it yet.
Now that you mention it though I wish that in our initial push for the game that we had some icons and progression system shot's hammered out so people knew that they weren't going to be voting for something shallow without anywhere to go.
Oh also, enemy combinations give a good sense of progression I think, but yea. We probably weren't concise enough with what our game actually IS.
https://youtu.be/3FCPrHsxwxU
Really looking forward to this. The art direction is graet.
http://www.onrpg.com/news/editorial/pax-south-2016-neighborhorde/
https://mmohuts.com/news/neighborhorde-pax-south-2016
=D
=D
And the release date is June 6th.
It's kind of been about a year of transition for me and my friends so it's cool for us to finally see it come out