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GAF Indie Game Development Thread 2: High Res Work for Low Res Pay

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Condemned did it reasonably well (first person melee).. That said.. Haven't played it in nearly a decade, I could be remembering it better than it was.

Did it? Mostly I just remember the mannequins. I wonder if the stifling nature of FPS melee is more acceptable in a claustrophobic/horror setting.

Someone give me some fresh enemy inspiration -- Anyone who's vaguely familiar with my game which is sort of Metroid-like but with a lot of dashing-with-iframes.

If I use your idea I'll credit you.

Do you need inspiration more for moveset or overall appearance? Like, is everything looking the same, feeling the same, or both?


I had a vertical lock on to experiment with a doom style view and left it on by accident. I think I need to let this one go and start over with something other than first person melee combat like you suggest. I'm still really new to programming and modeling and the scope of the game kind of got out of hand. I need to go back and try to make something more simple this time.

Thanks for the feedback.

I just want to say, re-reading my previous post to you it comes across as pretty harsh, and I'm sorry for that. I was trying to be encouraging, if you can believe it. As in "this is easily fix-able and the rest is not really your fault."

But yeah, it does sound overly ambitious for a first game. That's okay. It's really easy to bite off more than you can chew when you're not experienced working in the field. Hell, it's still pretty easy when you do have a lot of experience. And it's good that you're not afraid to try and find help!


Finally finished our Ludum Dare game a bit ago but feels like we were just getting started...
HuKfMd.gif

also here's a (low quality) gameplay video if you aren't able to play the game for yourself
https://www.youtube.com/watch?v=2Xk6KMEoSe0

you can find the actual game itself here:
http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=7173

Aww, that's so cute! ♥ I love the art style here. Good luck with the competition.
 
Ended up taking a bunch of new shots as they're needed for the site!


Bonus 21:9 Screenshot!

Really love the look of your game . Do you use special shaders or is it mainly the model textures which give it that flat/ lowpoly look.

As a coder I find it hard to make things look as good as this in unity .
 
Someone give me some fresh enemy inspiration -- Anyone who's vaguely familiar with my game which is sort of Metroid-like but with a lot of dashing-with-iframes.

If I use your idea I'll credit you.

An octopus creature that drops from the ceiling and wriggles towards the player waving its arms around
 

Jobbs

Banned
Trying to get GAF to hate you with the hints of chromatic aberration in your shots or nah

I don't mind it. :)

Looks great to me.

Thank you :)

An octopus creature that drops from the ceiling and wriggles towards the player waving its arms around

Looking more for ideas on the actual behavior of the enemy. One of the big challenges I face is how to design new enemies that are interesting and challenging -- By a third into the game, the player already has a lot of maneuverability, and only becomes more powerful as the game progresses. The main ways to make fights hard are to throw a lot at the player at once, (lots of enemies, lots of bullets) make things "track" the player while moving quickly (bullets/missiles/flying enemies), or make enemies lunge quickly at the player frequently.

These are all things I feel like I've done and will do, though, so thinking of fun new ideas is always a challenge. This is one of the reasons I want so badly to do a melee/dueling focused game next time -- So much more potential from a combat design standpoint, in my opinion.

This is an enemy I designed recently. He's pretty simple but is somewhat reactive to the player, for instance, if the player is very near him or standing on a platform above him, he'll be much more likely to do his sparkshot thingy.

Ended up taking a bunch of new shots as they're needed for the site!


Bonus 21:9 Screenshot!

Looks awesome. If you need an amazing tester sometime hit me up.

26tP3qcYmqPYYqhDq.gif


Sill working on the colors...

Nice. I want my next game to look like it's on an old CRT, to subtly replicate the feeling of being a kid in the 80s or 90s watching old anime on a CRT. I still don't know what all that means exactly, but definitely in subtle ways. I'll probably need cool shaders.

Do you need inspiration more for moveset or overall appearance? Like, is everything looking the same, feeling the same, or both?

Primarily talking about the moveset/what it does, though sometimes this closely ties in with the concept of what it is. See above.
 
Wow, what a week.
We went to a a game and animation event in our city with our publisher, to make some noise about Super Helmets on Fire DX (the game we had in greenlight). It was 4 days (and 12 hours each day) of hard work and my voice is super low right now, but with the last push we finally have been greenlighted!
greenlight9rp9j.png


We went from the first 99 games without moving during 4 days, to number 49 of greenlight before we were accepted (all this happened in the last day of the event and yesterday).
Im glad we can finally finish the game (we have to resolve some menu problems and visuals in the game thanks to all the feedback from the event), and put it in the store, so we can start full steam with our other bigger game, Super Game Show.

Going to leave here some photos I did during the event. Thursday and Friday was only for students and professionals, so they were more interested in the screen we had with the prototype of Super Game Show. Saturday and Sunday was open day, and lots of kids of 10-16 years old were playing our game, people of 19-23 also liked it. They liked it a lot and gave us lot of feedback, they came for the Call of Duty and Minecraft conferences, but they came to play our game, some liked it so much that came to repeat to try to beat the bosses.

We had a second screen to show the prototype of Super Game Show, and to intered people we showed concept art and details from the game. In the weekend we had to put Super Helmets on Fire on both screens becuase we started getting a queue of kids that wanted to play and repeat.


High Five Gualatica! Greenlight bros!
Seems valve is doing it to the top games today.
Oh, you where also in the Groupee bundle? That helped us a bunch.
 

Nezzhil

Member

Congratulations!

Wow, what a week.
We went to a a game and animation event in our city with our publisher, to make some noise about Super Helmets on Fire DX (the game we had in greenlight). It was 4 days (and 12 hours each day) of hard work and my voice is super low right now, but with the last push we finally have been greenlighted!

Woah!, Two in a row. Felicidades a ti también ;)

Edit: I still don't believe that our game was greenlighted some weeks ago.
 

snarge

Member
I don't mind it. :)

Thank you :)

Looking more for ideas on the actual behavior of the enemy. One of the big challenges I face is how to design new enemies that are interesting and challenging -- By a third into the game, the player already has a lot of maneuverability, and only becomes more powerful as the game progresses. The main ways to make fights hard are to throw a lot at the player at once, (lots of enemies, lots of bullets) make things "track" the player while moving quickly (bullets/missiles/flying enemies), or make enemies lunge quickly at the player frequently.

These are all things I feel like I've done and will do, though, so thinking of fun new ideas is always a challenge. This is one of the reasons I want so badly to do a melee/dueling focused game next time -- So much more potential from a combat design standpoint, in my opinion.

This is an enemy I designed recently. He's pretty simple but is somewhat reactive to the player, for instance, if the player is very near him or standing on a platform above him, he'll be much more likely to do his sparkshot thingy.

Looks awesome. If you need an amazing tester sometime hit me up.

Nice. I want my next game to look like it's on an old CRT, to subtly replicate the feeling of being a kid in the 80s or 90s watching old anime on a CRT. I still don't know what all that means exactly, but definitely in subtle ways. I'll probably need cool shaders.

Primarily talking about the moveset/what it does, though sometimes this closely ties in with the concept of what it is. See above.

This may or may not help, but I love this guys take on enemy behaviors:
http://www.gamasutra.com/blogs/Garr...rkshop__Designing_enemies_for_retro_games.php

There's a lot there, but more than that, it kind always gets my brain just working in the mode of designing enemy AI.

Just spit-balling a more concrete idea: Picture two orb like enemies, about the size of your main character's head. They float around together, maintaining the same Y (height) as each other much as possible. They try and keep a specific distance away from each other on the X (say about 4 meters). These 2 orbs' main attack is a laser line between the two of them that has a nice wind up duration (a tell). Once they are winding up / firing the laser, they don't move, but they only fire it for about ~2 seconds. And of course, they move in a way that they are trying to get the player in between them, so when they fire, they damage the player.
You can mess around with vulnerability states (maybe only vulnerable when firing the laser?) But once one of the orbs dies, the other drops to the ground, rolls toward the player, and explodes, dealing AoE. Unless the player shoots it before it is within range.

Wow, what a week.
We went to a a game and animation event in our city with our publisher, to make some noise about Super Helmets on Fire DX (the game we had in greenlight). It was 4 days (and 12 hours each day) of hard work and my voice is super low right now, but with the last push we finally have been greenlighted!

We went from the first 99 games without moving during 4 days, to number 49 of greenlight before we were accepted (all this happened in the last day of the event and yesterday).
Im glad we can finally finish the game (we have to resolve some menu problems and visuals in the game thanks to all the feedback from the event), and put it in the store, so we can start full steam with our other bigger game, Super Game Show.

Going to leave here some photos I did during the event. Thursday and Friday was only for students and professionals, so they were more interested in the screen we had with the prototype of Super Game Show. Saturday and Sunday was open day, and lots of kids of 10-16 years old were playing our game, people of 19-23 also liked it. They liked it a lot and gave us lot of feedback, they came for the Call of Duty and Minecraft conferences, but they came to play our game, some liked it so much that came to repeat to try to beat the bosses.

We had a second screen to show the prototype of Super Game Show, and to intered people we showed concept art and details from the game. In the weekend we had to put Super Helmets on Fire on both screens becuase we started getting a queue of kids that wanted to play and repeat.

High Five Gualatica! Greenlight bros!
Seems valve is doing it to the top games today.
Oh, you where also in the Groupee bundle? That helped us a bunch.


Both of your games look so damn good. Congrats on this, you earned the hell out of it!
 

Lautaro

Member
Looking more for ideas on the actual behavior of the enemy. One of the big challenges I face is how to design new enemies that are interesting and challenging -- By a third into the game, the player already has a lot of maneuverability, and only becomes more powerful as the game progresses. The main ways to make fights hard are to throw a lot at the player at once, (lots of enemies, lots of bullets) make things "track" the player while moving quickly (bullets/missiles/flying enemies), or make enemies lunge quickly at the player frequently.

Do you have more than one weapon/attack? because maybe an enemy that morphes and adapt to the player attacks could be nice. For example, you found a very basic white slime that tries to evade you first, you shoot it, if you don't destroy it quickly it changes its color/behaviour/attack and becomes invulnerable to that type of damage forcing you to change your weapon.
 

Jams775

Member
I just want to say, re-reading my previous post to you it comes across as pretty harsh, and I'm sorry for that. I was trying to be encouraging, if you can believe it. As in "this is easily fix-able and the rest is not really your fault."

But yeah, it does sound overly ambitious for a first game. That's okay. It's really easy to bite off more than you can chew when you're not experienced working in the field. Hell, it's still pretty easy when you do have a lot of experience. And it's good that you're not afraid to try and find help!

Nah not at all. I'm finally getting a feeling for programming (I can barely tell my ass from a hole in the ground though in the grander sense) and am barely getting used to using Blender to 3D model and animating with inverse kinematics. I think half the models I imported weren't even imported right. I think I need to take more time fiddling with rigidbody physics and maybe messing around with damage coming from colliders on weapons for contact instead of just a square trigger in front of everything.

It was a cool first go and if I added in some menus and an end goal in that one map, it'd be a finished but bad game. I think instead I'm just going to experiment more with how my combat interactions until I get something that feels good. Then at some point come back and make my first person exploration action adventure.
 

Jams775

Member
Do you have more than one weapon/attack? because maybe an enemy that morphes and adapt to the player attacks could be nice. For example, you found a very basic white slime that tries to evade you first, you shoot it, if you don't destroy it quickly it changes its color/behaviour/attack and becomes invulnerable to that type of damage forcing you to change your weapon.

That sounds cool. Kind of like the Borg.
 

missile

Member
... Nice. I want my next game to look like it's on an old CRT, to subtly replicate the feeling of being a kid in the 80s or 90s watching old anime on a CRT. I still don't know what all that means exactly, but definitely in subtle ways. I'll probably need cool shaders.
I'm currently not sure how to sell the tech outside of my game, but I'm
definitely going to make a public release in one way or another. When its
done I'm going to build a program to demonstrate all the features in how
subtly or exaggerated they can be made. Additionally, I'm going to define
default parameter-sets which will reproduce standard and non-standard TV/
camera sets which should make it easier for a programmer/designer/animator
to go from there. I also have real video recorder (VCR) effects in the back
of my mind, but may come as an update, don't know.

Well, even if the main purpose of Retrotron is video TV reproduction, the
engine behind can be applied to arbitrary sprites, shapes etc. with all the
cool distortions in effect. So with the engine one can give his 2d sprites
sort of a video representation or may just use it as a effect toolbox. As a
toolbox, one my build for example a UI where the elements (windows, buttons,
etc.) undergoes video effects, or may use it for transition whatsoever. The
striking advantage, contrary to common video effect filters, is that my video
effect won't be simple overlays like in Alien Isolation. Even the image itself,
its colors, saturation etc. can manipulate the video representation on the
screen. Another interesting example is the possibility to insert distortions
in the video signal in relation to the image content. For example, if you fire
a massive weapon, or whatever, you can attach a weak sync-pulse onto the
projectile. This sync-pulse then runs across the screen as well triggering the
sync-circuits of the TV such that around the projectile the screen slightly
desyncs. With the PLL and flywheel (talked about last time) in place, you will
get a very smooth (locally and gently) desyncing characteristic. Such an
effect makes you believe the weapon has some huge power going because it
literally distorts your screen to some degree. The connection with strengths
and screen distortion is that most TV distortions are distortions of the
electromagnetic wave running through the air. So a rocket, a motor etc. (
everything which produces strong electromagnetic radiation) will leave a trail
on your screen in on way or another. Of course, you can abuse it for your
purpose (games). I'm going to demonstrate this in the future since I'm going
to use it for my game.

I'm also considering to carry some of the video stuff over to 3d further down
the road, i.e. to use it for distorting 3d geometrical object and/or their
projections on the screen.

Back to work...



Edit: Had to add Alien Isolation, sorry! xD
 

missile

Member
Long time no post, I've been busy like hell...


Here's our Ludum Dare 34 entry: Saturn Valkyrie Dione. I made the art and most of the code (in Game Maker).

Not exactly what I wanted but it's not bad for a 72 hour effort.

You can download it from itch.io here: http://itoaragon.itch.io/saturn-valkyrie-dione


And if you want to rate it that would be awesome too :)

http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=66233

GIFs:

eTKFVmg.gif

6lypqYN.gif

NfauCCR.gif

fBN1dnc.gif

LFSRD4y.gif

72h? Not too bad! Reminds me of Ghost Song. xD
 

Jobbs

Banned
I'm currently not sure how to sell the tech outside of my game, but I'm
definitely going to make a public release in one way or another. When its
done I'm going to build a program to demonstrate all the features in how
subtly or exaggerated they can be made. Additionally, I'm going to define
default parameter-sets which will reproduce standard and non-standard TV/
camera sets which should make it easier for a programmer/designer/animator
to go from there. I also have real video recorder (VCR) effects in the back
of my mind, but may come as an update, don't know.

Well, even if the main purpose of Retrotron is video TV reproduction, the
engine behind can be applied to arbitrary sprites, shapes etc. with all the
cool distortions in effect. So with the engine one can give his 2d sprites
sort of a video representation or may just use it as a effect toolbox. As a
toolbox, one my build for example a UI where the elements (windows, buttons,
etc.) undergoes video effects, or may use it for transition whatsoever. The
striking advantage, contrary to common video effect filters, is that my video
effect won't be simple overlays like in Alien Isolation. Even the image itself,
its colors, saturation etc. can manipulate the video representation on the
screen. Another interesting example is the possibility to insert distortions
in the video signal in relation to the image content. For example, if you fire
a massive weapon, or whatever, you can attach a weak sync-pulse onto the
projectile. This sync-pulse then runs across the screen as well triggering the
sync-circuits of the TV such that around the projectile the screen slightly
desyncs. With the PLL and flywheel (talked about last time) in place, you will
get a very smooth (locally and gently) desyncing characteristic. Such an
effect makes you believe the weapon has some huge power going because it
literally distorts your screen to some degree. The connection with strengths
and screen distortion is that most TV distortions are distortions of the
electromagnetic wave running through the air. So a rocket, a motor etc. (
everything which produces strong electromagnetic radiation) will leave a trail
on your screen in on way or another. Of course, you can abuse it for your
purpose (games). I'm going to demonstrate this in the future since I'm going
to use it for my game.

I'm also considering to carry some of the video stuff over to 3d further down
the road, i.e. to use it for distorting 3d geometrical object and/or their
projections on the screen.

Back to work...



Edit: Had to add Alien Isolation, sorry! xD

I don't like perfection. I like imperfection and nuance. That's part of the reason I use noise and chromatic aberration effects.. I don't want a perfect picture.

But it's not enough. I wish I knew more about it. I want the actual feeling of watching old animated features on a CRT -- possibly with some concessions if going 100% authentic is too obstructive or distracting for a modern game. Cuphead, for example, looks really cool, but may or may not be TOO laden with stuff. I won't know for sure until I play it myself.

Your tech sounds cool. :) I look forward to more demonstrations..
 

missile

Member
I don't like perfection. I like imperfection and nuance. That's part of the reason I use noise and chromatic aberration effects.. I don't want a perfect picture. ...
Yeah, me too!

But it's not enough. I wish I knew more about it. I want the actual feeling of watching old animated features on a CRT -- possibly with some concessions if going 100% authentic is too obstructive or distracting for a modern game. Cuphead, for example, looks really cool, but may or may not be TOO laden with stuff. I won't know for sure until I play it myself. ...
One of the cool things with all the stuff is the atmosphere one can create
using such effects with the adjustments of a few parameters - which are
impossible to draw by hand.

... Your tech sounds cool. :) I look forward to more demonstrations..
Best to see things in action, indeed!

What I'm particularly after is an effect resulting from using dithering
patterns on 3d object under the influence of video. With the video signal
filters rightfully adjust you get sort of a moiré shimmering along the dither
pattern which moves when the object moves/rotates. Since I'm able to control
the video signal filters (being able adjust and derive new coefficients), I
can adjust the effect so subtil that it adds the right amount of video-touch
to the scene. It's a minor detail, but may give breath to the object.
 

Jobbs

Banned
What I'm particularly after is an effect resulting from using dithering
patterns on 3d object under the influence of video. With the video signal
filters rightfully adjust you get sort of a moiré shimmering along the dither
pattern which moves when the object moves/rotates. Since I'm able to control
the video signal filters (being able adjust and derive new coefficients), I
can adjust the effect so subtil that it adds the right amount of video-touch
to the scene. It's a minor detail, but may give breath to the object.

If you can, please demonstrate this, because I can barely follow wtf you're talking about. :)
 

Jobbs

Banned
Yep, I like the idea of enemies adapting to the player (like the fight against Mr. Freeze in Batman AC). Of course, is easier to imagine it than to implement it, I think.

yeah I kinda like this idea, I have to process it though and think about how and whether it fits into my setup.

ohhhhhhhhh fuckkkkk the indiegaf twitter bannerrrrrrrr

Edit: working on it right now, promise :(

GET ON IT!

btw nice jam game, I plan to try it today.
 
ohhhhhhhhh fuckkkkk the indiegaf twitter bannerrrrrrrr

Edit: working on it right now, promise :(
This reminds me. I should really tend to it. I've been slacking like a motherfucker. I can easily add people to the team to help retweet stuff if you are familiar with Tweetdeck (takes minutes) and can sift thru standard vs game-related posts to retweet, announce, etc.

Let me know in a PM if anyone wants to lend a hand. I've been busy lately. I need to stream, too. Shit. I'm really slacking.
 
Congratulations!



Woah!, Two in a row. Felicidades a ti también ;)

Edit: I still don't believe that our game was greenlighted some weeks ago.
Gracias!

Long time no post, I've been busy like hell...


Here's our Ludum Dare 34 entry: Saturn Valkyrie Dione. I made the art and most of the code (in Game Maker).

Not exactly what I wanted but it's not bad for a 72 hour effort.

You can download it from itch.io here: http://itoaragon.itch.io/saturn-valkyrie-dione


And if you want to rate it that would be awesome too :)

http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=66233

GIFs:

eTKFVmg.gif

6lypqYN.gif

NfauCCR.gif

fBN1dnc.gif

LFSRD4y.gif

Hey, it looks super cool! Is this the ludum with the 2 buttons rule?

Both of your games look so damn good. Congrats on this, you earned the hell out of it!

Thanks a bunch :D super happy right now.

So much cool stuff on this page! Congrats everyone :-D

Yay! ;)
 

Lork

Member
Someone give me some fresh enemy inspiration -- Anyone who's vaguely familiar with my game which is sort of Metroid-like but with a lot of dashing-with-iframes.

If I use your idea I'll credit you.
How about an enemy that hurts you if you stay in its line of sight for too long ala the archvile in Doom? Could be interesting to have to think about "cover" in a platformer - particularly if the enemy is mobile enough to force you to relocate often in order to stay protected.
 

GulAtiCa

Member
Thanks everyone! Super exciting to be apart of Steam now (or rather soon, after I release it of course). Lot of work in front of me. But shall be fun work.

High Five Gualatica! Greenlight bros!
Seems valve is doing it to the top games today.
Oh, you where also in the Groupee bundle? That helped us a bunch.

Yep. That helped a lot. The best thing of the greenlight bundle is that it gave me a headstart on getting the game ready for the PC market/etc. So I'll have less work to do (a lot less), when it comes to getting it ready.
 

Davision

Neo Member
Here is my finished Ludum Dare game Forklift Man:
X0m03lWm.jpg


His superpower is that he can grow his limbs rapidly at his will. In the game you are faced with various challenges and puzzles that you have to overcome and solve by using your new found ability.
3I4XEGP.gif


DmKXqWdl.jpg


odp0Wuj.gif


Up on Ludum Dare: http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=44878
You can grab it on Itch.io: http://tocogames.itch.io/forklift-man

Getting the growing working with just scaling and moving bones was surprisingly easy getting it to grab physic objects and not going through things was a nightmare. Too many problems to count, that start with UE4 characters can only have 1 simple capsule collision and end with physic object going rogue and flying through walls. I got it relatively good working in the hot fixed build though.
 

snarge

Member
Here is my finished Ludum Dare game Forklift Man:
X0m03lWm.jpg


His superpower is that he can grow his limbs rapidly at his will. In the game you are faced with various challenges and puzzles that you have to overcome and solve by using your new found ability.
3I4XEGP.gif


DmKXqWdl.jpg


odp0Wuj.gif


Up on Ludum Dare: http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=44878
You can grab it on Itch.io: http://tocogames.itch.io/forklift-man

Getting the growing working with just scaling and moving bones was surprisingly easy getting it to grab physic objects and not going through things was a nightmare. Too many problems to count, that start with UE4 characters can only have 1 simple capsule collision and end with physic object going rogue and flying through walls. I got it relatively good working in the hot fixed build though.


Seen this developing via Twitter, and it's really impressive. I love the concept, simple look, and colors. He looks so crazy, haha. Gonna give it a try when I get out of work!
 
All of those Ludum Dare projects look really cool. I am amazed that you guys can get so much work done in so little time.

As for me, no work today so I spent the morning doing new mocap attack animations (managed to get two done) and setup the characters' skeletons and physic assets for fatty tissue simulation (bellies and breasts) :

WFCb.gif


UFCb.gif
 

DNAbro

Member
I'm not hating my art as much. Tried using GraphicsGale and it seems to be working well for me. Also does this look alright as a simple animation? Just testing some things out.

OmHS7ql.gif
 

Kansoku

Member
Someone give me some fresh enemy inspiration -- Anyone who's vaguely familiar with my game which is sort of Metroid-like but with a lot of dashing-with-iframes.

If I use your idea I'll credit you.

A cute little creature, that starts following you like a cat/dog. It can damage enemies for you but it starts building up from the damage it deals, and eventually it grows and goes berserk on the player. Maybe have something like, you can try to kill it right away, and after sometime it goes into the same berserk form, but with tougher defense and have the berserk after following you be easier to kill but deal more damage.

It would present an interesting risk/reward situation. If I take it with me it can help deal with enemies, but will I be able to deal with the berserk form? There's a chance that it will go berserk on a bad room, or in a particularly bad time.

Though I imagine it would be difficult to balance.
 

Jobbs

Banned
A cute little creature, that starts following you like a cat/dog. It can damage enemies for you but it starts building up from the damage it deals, and eventually it grows and goes berserk on the player. Maybe have something like, you can try to kill it right away, and after sometime it goes into the same berserk form, but with tougher defense and have the berserk after following you be easier to kill but deal more damage.

It would present an interesting risk/reward situation. If I take it with me it can help deal with enemies, but will I be able to deal with the berserk form? There's a chance that it will go berserk on a bad room, or in a particularly bad time.

Though I imagine it would be difficult to balance.

I like this. I'd like to try something like this if time/energy permits. :) as you say, it'd be a bit of work... but I like finding cool stuff like this in games.
 

Skab

Member
Someone give me some fresh enemy inspiration -- Anyone who's vaguely familiar with my game which is sort of Metroid-like but with a lot of dashing-with-iframes.

If I use your idea I'll credit you.

A high hp/tough to kill enemy that isn't much of a threat until it gets in close proximity of something/another enemy type. Have to keep them apart/kill them before they power/join up/whatever.
 

Jobbs

Banned
there's invincible enemies that can permanently drain your stats. I think I have user enragement (not engagement, but enragement) covered already.
 
there's invincible enemies that can permanently drain your stats. I think I have user enragement (not engagement, but enragement) covered already.

I won't be happy until there's a status effect that damages you every time you shoot.

Make it so you can only be cured if you trek back to a certain NPC as well. Some may call it playtime-extending, but I prefer to think of it as added value.
 

Jobbs

Banned
I won't be happy until there's a status effect that damages you every time you shoot.

Make it so you can only be cured if you trek back to a certain NPC as well. Some may call it playtime-extending, but I prefer to think of it as added value.

don't give me any new ideas, I already have enough to do. XD
 
No, no. Teleporting, flying Medusa heads, in a darkened room full of pendulum-like platforms.

The Medusa heads should also have abnormally large hitboxes for maximum effect.
Excellent additions.

there's invincible enemies that can permanently drain your stats. I think I have user enragement (not engagement, but enragement) covered already.
We shall instruct you on how to proceed.

Medusa Heads in the dark with extra large hitboxes while platforming while riding a jet bike like Battletoads.

Game complete.
 
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