Otay
Bramble Gate Studios Original
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This looks interesting. That you've managed to singlehandedly learn multiple skills to create all of the assets of the game shows a lot of skill and passion. I'll be monitoring the progress of this.
Yeah might be worth checking out how to spice things up like that as polish after we build the world out moreSomething that immediately stuck out to me was the 2d combat screen backgrounds. Right now it's just a plain solid color gradient. A simple but effective way of making it vibrant and exciting would be if you made unique combat backgrounds themed after every area of the game and each would display when you are in combat in that respective world area.
Besides random encounters and some placed chests on the map, what is there to do in the world? What are the incentives to explore these beautiful locations? Are there environmental puzzles to solve? That would be a fantastic addition.
Godspeed to you, man. I hope that you find the help that you need, so that you can have a "normal" life, free from the disease that you have. It's good to see that you at least have a positive attitude, which probably isn't easy. I admire that. Good luck to you and I hope that you get to release your game and people get to play it. I'll keep following your progress in both game development and progress in health.
Good luck to you. I hope everything works out with your health, but whatever happens, it sounds like you've learned to approach it with the right perspective. Family first, game dev when you have time.
Thank goodness, I half thought you died. Visual style looks fantastic. As far as the 1GB filesize is concerned, it's good to make efficient use of space and optimize where possible but if you just have so much game content despite that, and it's gotta be over 1GB, that's not a problem.
TyYou have my deepest admiration not just for staying strong where most would fall and wallow in self-pity, but also keeping on with such a huge project at the same time. Frail and broken, no Atlas could carry such a burden as well.
Finally got my xbox controller yesterday, but can't seem to start the game. I've tried every button at the starting screen but nothing happens. Running on win 10 x64. The controller's a knock-off but every other game and the OS itself recognize it as an original.
Oh man you have so much more game to see :DThat did it, must have had the controller set as something else.
Played for about 1h. Here are my first impressions:
Fucking A T M O S P H E R I C. You nailed it, man. Graphics, music, text, everything fits together so well. It feels like the kind of world where you can get lost in for hours, taking it all slowly and enjoying the weirdness of it.
Only played up to lvl 2 Valkyrie so naturally I haven't had the chance to try many of the skills, but so far it seems fun. As a general rule I'm not too fond of speed/reaction based games because I suck, but I'm enjoying it nonetheless. Had a very close call against a team of reaper girls that had a lvl 5 boss. Nice moment.
When you walk into a house or get any kind of text to read, music can be distracting, specially if it's a long convo.
Or perhaps I'm just too much of an autist and feel overwhelmed. Better ask others for their opinions on this.
But in any case, some possible fixes for that:
-Fade music into something less intrusive like ambient noises
-Apply a low-pass filter to the track while chatting with other beings
Game is clearly focused around combat, which means I'll be seeing the post-battle screen a lot of times. Is there some way you can reduce those three steps to one?
Perhaps show in a vertically divided screen XP and loot, and have the statistics screens triggered by pressing a button (say B), otherwise it being hidden. Perhaps build-conscious players appreciate such info, but I suppose most will find it rather useless.
Right so items are totally a work in progress right now, first I'll be working on ritual items that you donate at shrines (the only one working right now is herbs) and then I'll be working on equipment once we move on to the 1.4.0 build. The idea for that final screen is to be able to inspect each item, take or trash it, or take all. However there are downsides to this design already, a major downside being if you accidentally tap right and hit cancel you forfeit all the loot (LMAO.)Also, is there a downside to amassing as much loot/items as I possibly can? If not, then remove the selection/take all part.