This wouldn't be as much of a concern if I didn't have battles! Interactive movies, visual novels, and walking simulators all have their own categories (though I suppose there's also puzzle games but slowness is usually par for the course in those). The troop event thing is a nice idea though...
Ideally I'd like to not open slowly (though I can never figure out for the life of me how to pull it off to my own satisfaction)! While the opening hook is a definitely important, the overarching dilemma was more about having that slower pacing be something more persistent throughout the...
After a bit of poking around, there at least seems to be some kind of vocal consensus that cutscenes with a lot of talking are mostly palatable only if there is something else to hold it up, like motion on the screen, having something funny or interesting happen, or major story relevance...
Sin, context is definitely important, however, context or not it is certainly still true your online presence in the discord essentially boiled down to 'hey, I'm going to smacktalk every single entry and developer, isn't that funny?' Maybe you or some other people found it to be funny or...
I'm sure you've probably made up your mind, but it's seriously disingenuous to say 'something really easy' is what will fare well in the contest. You can have the most interesting concept in the world or the most advanced game mechanics you can muster within the engine, but if the game...
Along with InazumatheLightning, we made Star Child!
What would you change about your game?
Oh boy. . . everything, I guess? I was so focused on fitting the game's story into the hour limit that I felt like everything suffered in some way as a result, perhaps it would've been better off if I...
@Rubescen Ah that makes sense :V Good to know, all those issues are pretty easily fixable! (well, except for the fact that it's turn-based battle but that's not exactly possible to get around at this stage) Might patch it up after the contest with that in mind. Thanks for your feedback!
Hello! ＼(´ ▽｀)
I'm looking to implement an ability that follows as such:
Deals damage -> Removes a random (beneficial) state affecting the target, checks the ID of the state that was removed, and then based on that ID, inflicts a different state (that prevents that specific beneficial state...
@Rubescen Hello! o/ Star Child was my entry, I've been looking a bit of feedback so I was wondering if you'd like to expand more on why you didn't enjoy the combat!
(I would've liked more weapon upgrades but I didn't really have the time to fit in more e_e)
I played a bunch of entries, so I might as well drop these in!
Darkness of Hope - The Pocket Watch
A Fool's Choice
The Midnight Train to Nowhere
The Lost and Forgotten
Just dropping by to say that I saw your work in the High Chivalry entry for the IGMC and I have to say I'm really impressed with the pixel battler animations! I'll definitely be keeping an eye on you if I ever get some money for commissions haha :D
When you were playing Star Child, you mentioned that it wasn't to your tastes as much because you prefer more character driven games but tbh I'm the same way >.> I wish I could've done a lot more with the characters but I was hyper-focused on trying to fit the story I wanted into an hour...
Experimenting with an old 50's style face set. I have done about a dozen variations of face sets for my characters, but am never happy with the results for very long. Different attempts. Second one is the same character as the first image. The third is Ivan, another character entirely.