Hey Polycounter friends:
It's been waaaayy too long since I've posted here...I'm one of those polycounters that has "gone indie" over the last few years.
I figured I should plug something I've been working on and get some thoughts. Over the last 2.5 years I've been codeveloping with Grip Digital a followup to Tower of Guns called Mothergunship. We just released a free demo to show off the bonkers crafting system we have for the game. Please take a look! I'd love to hear people's thoughts!
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Any videos of it in action?
Would love to see an art dump sometime!
Also, I'm updating the first post with a trailer now!
Ok so I now tried the demo and I must say its very visually confusing. At the start I was very overwhelmed even without the narrator playing, I basically blended out all the narration. The UI is all over the screen and I cant physically watch 2 sides at the same time for ammo. I would suggest the bars being on bottom center and going to left and right. Also the blue UI whimsy are just adding visual noise, and the game already is so super flashy at all areas. Ingame all the art looks nice but it all has the same visual hierarchy as the UI in brightness it seems, there is no hierarchy in importance, everything wants to jump in your eye at the same time - The ingame missions are workable but the shop feels extremely overloaded as a cause.
The gameplay feels good but its often hard to distinguish enemies from the background or what exactly is going on on the screen as well.
Gun crafting seems cool but could have a bit of polish usability wise. Right click to remove would make things a lot faster.
I know how hard it is to make a game with limited resources, so congrats on making one!