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Mothergunship Demo

blankslatejoe
polycounter lvl 18
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blankslatejoe polycounter lvl 18
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!


Download on Steam -- http://bit.ly/2kjO50q
Download on Xbox One -- http://bit.ly/2GKlH0c
Download on PS4 US -- http://bit.ly/2INTZBX
Download on PS4 UK -- http://bit.ly/2IHMPid

EDIT: Here's a new trailer too!
https://www.youtube.com/watch?v=ZT7_t_TDzLU



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  • Eric Chadwick
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    Kudos Joe!

    Any videos of it in action?

    Would love to see an art dump sometime!
  • Ged
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    Ged interpolator
    Cool promo art! yeah I looked it up on steam and it seems fun, intense amount of vfx! did you do vfx as well? 
  • blankslatejoe
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    blankslatejoe polycounter lvl 18
    I'd love to do an art dump sometime, Eric. Maybe once we ship. A couple of polycounters have touched this project over the last few years. :-)
    Also, I'm updating the first post with a trailer now!
  • Shrike
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    Shrike interpolator
    Hey, always liked the idea of tower of guns but didnt like the setting, but the mothergunship trailer looked very cool and made me look forward to that! 

    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.

  • lotet
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    lotet hero character
    looks awesome!
    I know how hard it is to make a game with limited resources, so congrats on making one! :)
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