The dead wizard's colours are very very close to the hero wizard's colours - it's not immediately clear that this is a different wizard, even when they are both in the same scene, I thought it was a 'vision'/warning/dream of the hero wizard getting killed, the fact that they both have beards and purple costumes with blue details makes it a little confusing.
I think the first one (cyan/blue) works really well, the colours seem to fit with the overall palette of the game and you can easily see it's a different wizard. Have you tried a black (or dark grey) beard on the dead wizard, that would really differentiate the two wizards.
@Socks said:
I think the first one (cyan/blue) works really well, the colours seem to fit with the overall palette of the game and you can easily see it's a different wizard.
ok thanks guys!
So thats him.
That black beard got tested but didn't look so good as the bg objects are darkish and it kind of confuses. Maybe if I invested more time but I think the dress code should be enough now to distinguish them.
I made his skin a bit more differentiated to the alive wizard as @Gnarly suggested, makes sense, he is probably already hanging there couple of hours/days max. a week the goblins aren't slacking
@YeezyHypeBeast
5/8 is done
I got a lot of mixed feelings about this one tough
its not as easy for me to finish somehow
I also wish I could share it with you guys via Arcade.
But the hmtl5 version is totally fucked up and doesn't work at all.
It seems to handle a lot of behaviours totally different than the editor and mobile versions
I find myself a lot of time comparing the game to my last hit game "creepy" and forcing this game to live up to it. Putting a lot of pressure on it.
Doing a lot of work and then deleting it again.
For example I had 2 levels already in coded where the wizard was young and followed the white rabbit in the magic temple to learn the cloud and fire spell.
I guess its this mix between straight ahead gameplay and elements that align nicely
and this narrative elements that are feeling required to break the linearity here and there but don't feel 100% aligned and could also been seen flow breaking.
early first boss fight prototype could also be the final but I am not sure if the lack of visible kill pattern could be to frustrating.
Also an alternative would be to have the enemy wizard switch up and down like you do and have only a basic projectile instead the swarm that spams when he gets hit.
It looks much more intense tough with the swarm.
So idea 1:
Swarm of guided magic missiles after you hit the enemy wizard
idea 2:
Have the wizard change up and down and only have one projectile
Made a another gif so in case he "swarms" I would keep the wizard up as it creates the raining moment where you run away under a shower of it.
There is no reason other to announce the attack to have him on the ground while.
Still will have to let my girlfriend play to see the difficulty for an actual player.
Overall the Boss fight feels quick and challenging. Not sure thats the right thing for a Boss. Maybe will increase his overall hp and delay and pre-long the hp based attack patterns of him.
(ignore the sound, its lets play of heroes of the storm running in the background, unlisted video )
The boss fight was for my girlfriend way to hard.
I will have to find a totally different challenge pattern, teleporting,blocking off shoots, moving in and out of range was to much going on for her it as devastating to watch even tough she mastered the rest of the game already.
So now back to the conception, re-using the visual effects but make it somehow more easier to grasp and less hectic.
Pixel Mage took me way longer than expected but finally is coming to an end. (planned 1 month, time invested 3 months)
I am really happy with how the levels play now.
Only a few final tweaks, where I play the game myself,over and over, to pixel nudge everything in place.
Also I will get Elijah Lucian once more for the character voices, together with his team he already took care of Voices in my previous games such as Orcs and Creepy.
The game will, as always appear for the google play App Store as well as for iOS and Amazon Devices.
I am sure if you liked creepy you will also like this one.
Comments
try a red tone on health maybe
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Looks really cool! keep up the good work!
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Why they kidnap the animals in the first place.
(unlisted video)
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Late game AI upgrades
Archers will make barricades on both side each having 1 hp blocking the player and his proactive while letting the enemy arrow pass above
Blockers shoot a rope capturing you for 3 seconds making you unable to shoot or use the cloud if you fire at their shield
Chargers have a 33% chance to use a jump button and attack in the upper lane
And this is how this can look
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8 Levels finished shooting to release by the end of the month.
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Be warned wizards...
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Wow, that got dark very quickly!
@imjustmike yeah O_o I hope to still get enough contrast by having funny (not plump) voice overs
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Also it fits together
So to say another wizard that tried his shoot.
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I like the sound of this game more and more. Looking forward to it launching.
Reckon they'll make you put a higher age rating on the game with a hanging wizard in it?
@imjustmike
yep had the same with "creepy" back than which was on one platform rated 12 and on the other 16
I do not mind as long it passes, specially the case of animal cruelty could be critical but hey its fairytale/cartoon violence.
if it gets a 18+ it is so
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The dead wizard's colours are very very close to the hero wizard's colours - it's not immediately clear that this is a different wizard, even when they are both in the same scene, I thought it was a 'vision'/warning/dream of the hero wizard getting killed, the fact that they both have beards and purple costumes with blue details makes it a little confusing.
Oh i thought it was the same wizard having a flashback
i see thanks guys I try other coloured versions
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lets talk hanging wizard color coordination
i guess color no color depends on how important i want to make it to the player
also is the wizard still identifiable as a wizard in grey
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I think the first one (cyan/blue) works really well, the colours seem to fit with the overall palette of the game and you can easily see it's a different wizard. Have you tried a black (or dark grey) beard on the dead wizard, that would really differentiate the two wizards.
Same. The first one.
ok thanks guys!
So thats him.
That black beard got tested but didn't look so good as the bg objects are darkish and it kind of confuses. Maybe if I invested more time but I think the dress code should be enough now to distinguish them.
I made his skin a bit more differentiated to the alive wizard as @Gnarly suggested, makes sense, he is probably already hanging there couple of hours/days max. a week the goblins aren't slacking
My Apps
https://itunes.apple.com/de/artist/david-zobrist/id733552276
https://play.google.com/store/apps/developer?id=David+Zobrist&hl=de
Looking really nice!
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Looks good to me! I think it looks better if the Wizards look alike. How far on the game are you?
@YeezyHypeBeast
5/8 is done
I got a lot of mixed feelings about this one tough
its not as easy for me to finish somehow
I also wish I could share it with you guys via Arcade.
But the hmtl5 version is totally fucked up and doesn't work at all.
It seems to handle a lot of behaviours totally different than the editor and mobile versions
I find myself a lot of time comparing the game to my last hit game "creepy" and forcing this game to live up to it. Putting a lot of pressure on it.
Doing a lot of work and then deleting it again.
For example I had 2 levels already in coded where the wizard was young and followed the white rabbit in the magic temple to learn the cloud and fire spell.
I deleted it all because I didn't like it.
My Apps
https://itunes.apple.com/de/artist/david-zobrist/id733552276
https://play.google.com/store/apps/developer?id=David+Zobrist&hl=de
I guess its this mix between straight ahead gameplay and elements that align nicely
and this narrative elements that are feeling required to break the linearity here and there but don't feel 100% aligned and could also been seen flow breaking.
My Apps
https://itunes.apple.com/de/artist/david-zobrist/id733552276
https://play.google.com/store/apps/developer?id=David+Zobrist&hl=de
early first boss fight prototype could also be the final but I am not sure if the lack of visible kill pattern could be to frustrating.
Also an alternative would be to have the enemy wizard switch up and down like you do and have only a basic projectile instead the swarm that spams when he gets hit.
It looks much more intense tough with the swarm.
So idea 1:
Swarm of guided magic missiles after you hit the enemy wizard
idea 2:
Have the wizard change up and down and only have one projectile
My Apps
https://itunes.apple.com/de/artist/david-zobrist/id733552276
https://play.google.com/store/apps/developer?id=David+Zobrist&hl=de
Made a another gif so in case he "swarms" I would keep the wizard up as it creates the raining moment where you run away under a shower of it.
There is no reason other to announce the attack to have him on the ground while.
My Apps
https://itunes.apple.com/de/artist/david-zobrist/id733552276
https://play.google.com/store/apps/developer?id=David+Zobrist&hl=de
Looks amazing! Wow!
My GameSalad Academy Courses! ◦ Check out my quality templates! ◦ Add me on Skype: braydon_sfx
Love the projectile effect!
Ok. 10 Levels Done.
Still will have to let my girlfriend play to see the difficulty for an actual player.
Overall the Boss fight feels quick and challenging. Not sure thats the right thing for a Boss. Maybe will increase his overall hp and delay and pre-long the hp based attack patterns of him.
(ignore the sound, its lets play of heroes of the storm running in the background, unlisted video )
That's the new lava level
My Apps
https://itunes.apple.com/de/artist/david-zobrist/id733552276
https://play.google.com/store/apps/developer?id=David+Zobrist&hl=de
The boss fight was for my girlfriend way to hard.
I will have to find a totally different challenge pattern, teleporting,blocking off shoots, moving in and out of range was to much going on for her it as devastating to watch even tough she mastered the rest of the game already.
So now back to the conception, re-using the visual effects but make it somehow more easier to grasp and less hectic.
My Apps
https://itunes.apple.com/de/artist/david-zobrist/id733552276
https://play.google.com/store/apps/developer?id=David+Zobrist&hl=de
This is gorgeous @BigDave, impressive!
My iOS games here and Android games here
Pixel Mage took me way longer than expected but finally is coming to an end. (planned 1 month, time invested 3 months)
I am really happy with how the levels play now.
Only a few final tweaks, where I play the game myself,over and over, to pixel nudge everything in place.
Also I will get Elijah Lucian once more for the character voices, together with his team he already took care of Voices in my previous games such as Orcs and Creepy.
The game will, as always appear for the google play App Store as well as for iOS and Amazon Devices.
I am sure if you liked creepy you will also like this one.
My Apps
https://itunes.apple.com/de/artist/david-zobrist/id733552276
https://play.google.com/store/apps/developer?id=David+Zobrist&hl=de