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  Messages - Mischief Maker
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16  Our Games / Immortal Defense / Re: Stuck. Cheats? on: June 09, 2007, 05:51:18 AM
I kinda like it the way it is.  Easy mode means you drop a tower or two and call it a day, they can handle the baddies.  Higher levels means you not only can, but must create optimised complex  formations of towers to survive.  You need to know at higher difficulty that courage points are most effective at the end of a straight line on the outside of the curve assisted by a fear so its shots can penetrate oncoming groups.
17  Our Games / Immortal Defense / Re: Story * SPOILERS* on: June 08, 2007, 09:00:17 PM
Ah.  I had to google "Gutei" to get it.

Ctrl-0.  Cute.
18  Our Games / Immortal Defense / Story * SPOILERS* on: June 08, 2007, 07:06:34 PM
Just bought the game, Ctrl-0'd my way to the brother, Killed him, and Ctrl-0'd my way to the ending.

Very impressive story.  I like how the idea of survivors recolonizing your homeworld starts out plausible, then slowly it becomes more and more clear that you've gone insane.  The ending is predictable, but it's the very predictability of it that gives it its impact.

This is one of the best video game plots I've seen since planescape (But I don't play text adventures so admittedly I'm splashing in a very shallow pool).

As per the interview talking about the story.  I cheated my way to the ending (except the final level of hellspace where I automatically died from having 0 money and 0 towers, though I bet it's endless, isn't it?) and now I can enjoy the gameplay by itself at my leisure without being driven to stay up all night and see how the plot develops.  Perhaps I've transcended the plot's boundaries and achieved a greater victory?
19  Our Games / Immortal Defense / Re: Reviews on: June 08, 2007, 06:56:03 PM
Nifty!  A quick suggestion for the patch, if possible:

*  *  *  *  *  WARNING!  SPOILERS!  *  *  *  *  *

Please make the hellspace missions selectable like any other campaign mission.  One of the things I like about this game as opposed to other tower defense games is that it's playable in small chunks.

*  *  *  *  *  END SPOILERS  *  *  *  *  *
20  Our Games / Immortal Defense / Re: Questions on: June 07, 2007, 08:15:18 PM
So does the color determine when I should suck the bullets in?
21  Our Games / Immortal Defense / Re: Questions on: June 07, 2007, 07:34:23 PM
Aha.  Yeah.  Got that.  But I just give up on fighting the brother.  Is that the "end" of the demo and he's beatable in the full version?  If not, what's the trick?
22  Our Games / Immortal Defense / Re: Questions on: June 07, 2007, 04:44:56 PM
Okay, another question.

Am I missing something with campaign 2?  I started the survival level with 15,000, lasted 3 minutes, then started campaign 2 with a measly 150.  Aa is setting up high level towers all over the place and nabbing all the kills while the enemies who go up against my piddly defense blow right through them.  I've made it about 6 levels in, but just barely.  Am I missing something, or was it intentional for the player to go through this campaign absolutely impoverished?
23  Our Games / Immortal Defense / Re: Questions on: June 07, 2007, 04:21:15 AM
Well if you're a game developer interested in objective reviews and you haven't heard of Old Man Murray, I would be doing you a severe disservice if I let you remain ignorant of what StC means:

http://www.oldmanmurray.com/features/39.html
24  Our Games / Immortal Defense / Re: Questions on: June 06, 2007, 05:42:12 PM
Just posted:

http://www.caltrops.com/pointy.php?action=viewPost&pid=63717
25  Our Games / Immortal Defense / Re: Questions on: June 06, 2007, 04:56:25 AM
Okay.  I'll post a review later today.  If you get the requisite links, my email is magicalshow aht hotmail dawt cawm.  ;)
26  Our Games / Immortal Defense / Re: Immortal Defense Wishlist on: June 06, 2007, 04:54:50 AM
Okay, here are some suggestions that would hopefully be faster:

-At the initial setup part, where those little star thingies trace the path from start to finish, make the star thingies accellerate and decelerate like a basic enemy would to help determine optimal turret placement.

-Are the attack ranges for the ortho point and circuit points really 1-dimensional lines?  Or is the attack radius wider than the lines shown?  If the latter, please add a wireframe surrounding their actual range to help decide how obsessive we need to be about pixel-perfect placement.

-In a game whose goal is getting the highest score, calling the turrets "points" is confusing.  Come up with some other name for them like "Avatars" or "Constructs" or "Aspects" or something.

-Do something about background effects obscuring turrets and enemies.  I had the effects set to max when playing the first survival level and the effects piled up so much on my main chokepoint that the whole thing turned into a white blur that I couldn't pick out my turrets or enemies from.  Please make it so the effects don't cover turrets and the enemy's bubbles.

-If sprites take forever, would it be possible to render the enemies as geometric shapes with this game engine?  Take a look at the Mutant Storm demo ( http://www.pompomgames.com/mutantstorm.htm ) for an example of nice biological-looking enemies rendered with simple textures and low-poly models.

I look forward to the next patch!
27  Our Games / Immortal Defense / Re: Immortal Defense Wishlist on: June 06, 2007, 03:44:43 AM
The enemy sprites definitely should get first priority.  I'm a newcomer to this game and the fact that I was shooting at indistinct pulsing brain blob things was the first thing that registerd as a "negative" with me.

I don't know if this would jibe with your own sense of aesthetics, but I'd suggest ditching the "biological" enemy ships and replace them with recognizable (and mean looking) space ships.  The setting is so surreal that little touch of reality would help ground the game, especially for people who don't bother reading the story.

If you want to stay biological, let me then suggest that you at  least give them a clear directional facing to make it clearer where they are in complicated loop arrangements with overlapping lines.
28  Our Games / Immortal Defense / Questions on: June 06, 2007, 03:38:23 AM
Hello!

I just came across this game and I like it.  Kudos for coming up with a plausible story for why the enemy is just blindly marching single file into your defensive meatgrinder.

I have a question.  As far as I can tell, the path color is always the same (or at least always red and pulsing to white) but the enemy's movement speed varies.  Do kinks and curves in the path slow the enemy, while straight paths accelerate?  Or does it have something to do with whether the enemy is moving "up" or "down" relative to the screen?  Why on the level where the path does a 180 and doubles back on itself do the enemies not slow down?

Also, I'm a frequent contributor to the site www.caltrops.com, whose content is user-submitted (Most reviews just link to the forum posts).  If I submit a review that generates the requisite number of links, do I get a discount? 

Be warned that caltrops is where most of the forum regulars from the Old Man Murray forums ended up after that site imploded so do not expect friendliness if you decide to post there.
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