what is your avatar?A lot of work put into ripping-off two known series. I guess that if you want to get some sales, you don't really have any other choice...
A game I am developing for the Master System.what is your avatar?
Isn't this more closer to Mummy Demastered?
Looks interesting though.
Cool!A game I am developing for the Master System.
Thanks, wishlisted!
coming this year too
Total disservice yea because the game is really cool. I bought it on deep sale once after reading about it as a "wait no it's actually great" curiosity.Great game, and people don’t know it exists because it is attached to a crap/dead property.
Total disservice yea because the game is really cool. I bought it on deep sale once after reading about it as a "wait no it's actually great" curiosity.
Animations are also nowhere close.Kinda cool at a surface level, but the appeal of Metal Slug was its airtight level design and rock solid mechanics. This looks like a cheap imitation on both fronts.
Part of me wants to buy the fuck out of it and another part wants to bash it for being yet another brazen "retro" ripoff.
This looks like a cheap imitation on both fronts.
Question for you all: How much sprite work would a dev have to do avoid these types of comments?A lot of work put into ripping-off two known series. I guess that if you want to get some sales, you don't really have any other choice...
This is the wrong question to ask. More sprite work will not avoid comments. The sprite work, and overall pixel-art, here is already insane. Which personally, as someone who makes humble games and already spend months making pixel-art for an 8 bits console, can't help but think that if all of this time had been spent in making something entirely new, we might have had a great game to discover.Question for you all: How much sprite work would a dev have to do avoid these types of comments?
When the objective is making a game because they really liked another game, where does the line lie between disinterest to interest?
We should ask devs like this where the line between inspiration and plagiarism lies. This discussion has been going on in music for eternity, in any art. Just because you put in tons of work to learn to play the guitar doesn't mean you'd get a pat on the back if you were to, for example, copy a Beatles song front to back.Question for you all: How much sprite work would a dev have to do avoid these types of comments?
When the objective is making a game because they really liked another game, where does the line lie between disinterest to interest?
This is the wrong question to ask. More sprite work will not avoid comments. The sprite work, and overall pixel-art, here is already insane. Which personally, as someone who makes humble games and already spend months making pixel-art for an 8 bits console, can't help but think that if all of this time had been spent in making something entirely new, we might have had a great game to discover.
Here, it feels like you won't be really surprised by anything, pretty low risk in a way. But don't get the developer wrong. They are doing this because they know this is the correct path to get sales. Which is the sad picture of modern video-games. If you want to make a living, or at least earn some money, then you can't really do what you want to. You need to make something largely inspired by existing games. Otherwise good luck getting some attention.
We should ask devs like this where the line between inspiration and plagiarism lies. This discussion has been going on in music for eternity, in any art. Just because you put in tons of work to learn to play the guitar doesn't mean you'd get a pat on the back if you were to, for example, copy a Beatles song front to back.
At the end of the day it's personal preference and like I said, I'm always torn between finding this kind of thing artistically bankrupt but loving the originals to the point of wanting to play a lesser facsimile.
The problem with the GAF dream of wanting every single modern project to be unique in some way is that 100+ games release per year. Hell I think there might have been 200+ games alone shown during this year’s Summer Games Fest.It's not that they need more sprite art, it's that it feels very generic. They could've worked with the color palettes to give it more of a unique feel and make it a little less flat. I don't expect them to match the sheer amount of animation and attention to detail that Metal Slug had, but the game still needs some personality. But ultimately, the spritework isn't a particularly big complaint here - it's that the gameplay clearly doesn't have the level of polish or nuance it needs to stand out.
Question for you all: How much sprite work would a dev have to do avoid these types of comments?
When the objective is making a game because they really liked another game, where does the line lie between disinterest to interest?
The problem with the GAF dream of wanting every single modern project to be unique in some way is that 100+ games release per year. Hell I think there might have been 200+ games alone shown during this year’s Summer Games Fest.
Realistically, a large percentage of those games are not going to be unique. It’s an impossibility, statistically.
Quite a few of them will be inspired and some will even be attempting to act as a ‘spiritual successor entry’ to a beloved franchise. If anything, it’s always more of a shock when a beloved older property barely has any spiritual successors or games inspired from it.
That’s why I’m trying to figure out where the line lies for people, because the idea of ‘the game must always be unique’ feels like a ‘have your cake and eat it too’ situation when it comes to modern day video games.
Technically, this simple genre mash could be considered their one ‘unique idea’ and when this game releases, if it looks good, is designed good, and plays good, is that realistically good enough?