Author Topic: Game Design Megathread  (Read 445103 times)

UPDATES

-added milk cartons that give furby ammo to shoot milk at enemies

also heres a screenshot of the first boss SPOILER ALERT

































looks really poorly designed

ammo should probably regenerate over time instead of being a pickup or be a fire flower type power up (grabbing it once and having the ability to do whatever until you get hit / die / whatever), having to deal with the problem of losing all your ammo mid boss fight would be annoying. of course you came up with a solution which is to add a stuff-ton of milk in that one corner which is not only boring design wise but also ugly. if you want ammo to be a pickup then a more natural and larger arena for the boss would be the best solution, with milk pickups being scattered around and forcing bad players to explore more of the boss room and risk their hp. widening out the arena would also make the boss (presumably) less annoying because of how large he is in that small box

edit 2; an ammo counter would be nice

edit; would appreciate if someone who wasnt blocked quoted this post so zach could see it


hey zachy boi
thanks
« Last Edit: January 18, 2018, 11:44:11 PM by two and a half limericks »

looks really poorly designed

ammo should probably regenerate over time instead of being a pickup or be a fire flower type power up (grabbing it once and having the ability to do whatever until you get hit / die / whatever), having to deal with the problem of losing all your ammo mid boss fight would be annoying. of course you came up with a solution which is to add a stuff-ton of milk in that one corner which is not only boring design wise but also ugly. if you want ammo to be a pickup then a more natural and larger arena for the boss would be the best solution, with milk pickups being scattered around and forcing bad players to explore more of the boss room and risk their hp. widening out the arena would also make the boss (presumably) less annoying because of how large he is in that small box

edit 2; an ammo counter would be nice

edit; would appreciate if someone who wasnt blocked quoted this post so zach could see it

hey zachy boi

looks really poorly designed

ammo should probably regenerate over time instead of being a pickup or be a fire flower type power up (grabbing it once and having the ability to do whatever until you get hit / die / whatever), having to deal with the problem of losing all your ammo mid boss fight would be annoying. of course you came up with a solution which is to add a stuff-ton of milk in that one corner which is not only boring design wise but also ugly. if you want ammo to be a pickup then a more natural and larger arena for the boss would be the best solution, with milk pickups being scattered around and forcing bad players to explore more of the boss room and risk their hp. widening out the arena would also make the boss (presumably) less annoying because of how large he is in that small box

edit 2; an ammo counter would be nice

edit; would appreciate if someone who wasnt blocked quoted this post so zach could see it


thanks


Im not trying to make this game stuff-easy. Its supposed to be hard.

Im not trying to make this game stuff-easy. Its supposed to be hard.
making it possible to run out of ammo and be forced to die isnt hard its impossible and its bullstuff. games can be hard and still be balanced to have a fair challenge. this also doesnt excuse the poor level design

add a way to damage the boss after running out of ammo or else its unfair and       BAd

giving players limited ammo with no extra when they're out of it and making ranged the only attack type for that boss is mean and makes bad diffilculty

bad difficulty?
for example when you die in super meat boy it's your fault for missing that jump, that's legitimate skill-based difficulty.
if you were to die in that boss fight it's because you didn't give them any more ammo. that's forced difficulty.

also the physics in the first demo are horrible and moon-like and jumps are unreliable when you're walking into a wall meaning you have to stand still and THEN try to somehow move after that instead of just holding the direction while jumping like any decent game ever. you're better off just boosting yourself on the collisionless spinny movy hurt rectangles with your 20 billion health points than to try to jump.

also 1. why does the game run at such a horrible resolution and force fullscreen why not either upscale it or just make it a resizable window and 2. the level beat theme is just a stupidly basic sonic act clear theme you should get original sfx
« Last Edit: January 21, 2018, 11:25:57 AM by maxymax13 »

Im not trying to make this game stuff-easy. Its supposed to be hard.
yeah and it's bullstuff hard lol

is this game supposed to be like frog fractions or i wanna be the guy or is it just that bad

you could try something like the simpsons arcade art style

theres like no shading but it looks good

does anyone remember that on dj hero clone port made? that was pretty awesome

woah thanks

woah thanks

np, i'm a fan of rhythm games and it kept me entertained for a while



wrote opening prologue (this will also be the same text used in the fmv opening btw

"For many years, Furbyland was known as a peaceful place. The Furbys who lived on the peaceful cloud were happy, and able to have fun pretty much whenever they wanted. There were tons of Friendly neighbors, Including who is the main character of this story, a grey and white Furby known by the name Toh-Loo-Kah.

But the peacefulness dissapated when an ancient race known as Cubico, invaded Furbyland and caused massive damage.


Toh-Loo-Kah, who I talked about a few seconds ago, was the First one who saw the Cubicos crash into Furbyland for invasion. He then notified everyone about the problem, and All the Furbyland citizens evacuated. Toh-Loo-Kah then decides that since he knew about what was going on first, He decided that it was his responsibility to conquer the Cubico race and Save Furbyland!"