Making a Video Game...

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  • mantrakid0

    Hey i_monk, thanks for checking it out man!

    Actually if you hit the tutorial button in the bottom left of the title screen it should teach you 'the ropes' as it were.. and, in fact, the jetpack is disabled (no fuel) until you complete the initial instructions..

  • cannonball19780

    Played a little bit today. One thing I noticed that struck me as feeling a little off. In the game you are creating these planetary terrariums, but the primary objective seems to be to spread, instead of protect. While playing I instinctually feel like I need to protect the plants, but I don't see the aliens trying to destroy them, so it leaves me wondering why the aliens are landing at all. I have no sense of what the aliens are trying to do apart from killing me and being general bad guys. Maybe I haven't played enough. I feel if the alien goal was clearer or more developed I would have a better sense of how to subvert them. It would instill the game with more strategy and probably feel more enjoyable.

    A lot of passive time is spent looking at the little guy planting seeds. That feels boring compared to the rest of the gameplay.

    I love how you realize you need to conserve jet fuel when you find yourself flying aimlessly away from your planets.

    When I first played, I saw the planet being sapped of heart life to heal my. My instinct was to fly away to let the planet recuperate. It wasn't later that I realized that planets are basically just large health packs, which seems contrary to the premise of the game as I took it, which was to cultivate life in the cosmos. I'd much more prefer that this was more of a balancing act, where you CAN sap the planet, but only by using a button, and the planet recuperates slowly. If the planet is sapped beyond the point of being repairable, the plants die on it.

    Also, the jump button seem to have no important purpose aside form being able to get fruit when on the surface. I liked it better when W was the jetpack. I don't mind that I have to spend a little thrust to get the high hanging fruit, since it replenishes easily when on the planet.

    I want the asteroids to collide with the planets. I want orbits— planets orbiting other planets. I want to build things off-planet, like a place to put objects or some sort of home station... something very defensible.

    There might be a bunch of that stuff already and I haven't found it yet.

  • mantrakid0

    Sweet feedback man, you give some really good points that definitely put eyeballs towards the overall philosophy which i want to make sure i stay true to. Giving the 'option' to heal from a planet, and the consequence of killing all your work if you choose to refill is actually a very compelling concept.... there are a few things id need to re-think (boss triggers, new enemy spawn rates, etc) that revolve around planets being completed, but I can rework those to another, more natural progression...

    Whole spread vs protect is something that I wrestled with a lot at first.. I went with 'spread' simply because it gave even a slight sense of 'conquest' but youre kind of right, once you plant a planet, and it can heal you, and it fully heals you and drains empty... it kinda loses value at that point and becomes almost a husk of a planet again... You can continue to fill up the planet's "Tank" by planting more plants on it, so there is a way to keep the planet building up reserves, but still, once its gone and full, its gone.... The aliens are truly there simply to distract your planting process, but perhaps there could be a better way to utilize their existence.

    The next phase of the games development is still geared towards building the 'discovery' aspect - there are currently colored blocks littered through the galaxy that you can pick up. You can bring these to the old guy and he'll basically tell you whats going on a little at a time. Bring them all to him and you're basically ready for the final scene...

    Jump is a HUGE defensive strategy. I dont see you progressing anywhere quickly without effective use of the jumping technique actually.. it is pretty much the best way to avoid a laser while on a planet.

    Less Asteroids + asteroids colliding with planets to reduce health is in the plans for sure.

    Great ideas in the last paragraph - there is a lot technically riding on the careful placement of planets and their closeness and balance to one another -- adding some new elements in space will be a challenge, but i think it could definitely add to the experience..

    Thank you so, so much dude.

  • mantrakid0

    Would it be possible to get your guys' opinion on this site i put together for the game?

    http://www.cosmochoria.com/

    Hugs

  • mantrakid0

    monday bump..

    Re: http://www.cosmochoria.com

    you guys think this is worthy of, say, trying to post it on reddit or trying to spread the word of the game so far? Or should i keep working on it before i get to that point?

  • i_monk0

    Add a few screen shots and embed the trailer first.

  • lodef0

    suggestions for the site... combine AND reduce the 'game features' with the 'Plant Seeds/Explore Space etc' sections then put it near the bottom. reason being is these features and details are irrelevant info initially to someone looking for a fun game. let them know this stuff once they look deeper, after they've seen what people think and what the game is like. its too corporate, you're not making an app.

    'what peeps are saying' should be first and the trailer video should be on the front page near the top. the 'vote on greenlight' and 'click here to try it' buttons are placed well.

    'Plant Seeds. Kill aliens. Score big.' Isn't a compelling plug line to me, it sounds more like the game features. Something more like 'a lone space man populating planets with future life and defending it against aliens' ...but catchier than that.

    also try some different color combos. the dark grey works at the bottom section but for the info and reviews you should try a light grey with dark text instead. its better contrast with the star background image. the green and white works though.

  • mantrakid0

    wicked, thanks - making changes now

  • cannonball19780

    Make a "making of" trailer. People like to see the work that goes into it. It helps ensure that it is a quality product, especially in the indie game landscape where there is so much garbage.

  • mantrakid0

    awesome idea.. do you know of any existing ones i can look at for ideas? Ive seen a few lame ones of greasy dudes sitting in their messy bedroom offices talking to a webcam like they're on to something no one has ever thought of before when it's just another 2d metroidvania scroller with pixel art.. i dont want to go down that route..

  • mantrakid0

    Updated @ http://www.cosmochoria.com/

    Only thing i didnt change was to make a light background version for certain text, it was too much contrast i felt... but let me know what you think. I think im going to start passing this around... it makes me sick to my stomach thinking about it. (the internet could rip it to shit)...

  • mantrakid0

    Some love on IndieStatik.com

    http://indiestatik.com/2014/02/2…

    "Cosmochoria translates the feeling of scale in a very particular, sensory way.... Even from this early stage, one of the most enjoyable portions of the game is simply the relaxing nature of loneliness."

  • mantrakid0

    Update for you guys... some fairly decent updates all around.. too many to list tho but it should be smoother / more balanced / more fun / etc etc.

    Windows: http://www.cosmochoria.com/press…
    Mac: http://www.cosmochoria.com/press…
    Linux: http://www.cosmochoria.com/press…

    Web: http://www.80bit.com/cosmochoria…

    Let me know if you have any issues, feedback, etc. etc.

  • mantrakid0

    Naked Cosmonaut Battling Crystal-Pooping Aliens to Rally Support via Kickstarter

    Help a naked cosmonaut strapped to a jetpack plant seeds to breathe life into a procedurally generated universe while confronting epic alien boss battles in 30/30’s uniquely stylized inaugural release, “Cosmochoria”. With a Kickstarter campaign launching the first week of April, featuring reward incentives like DRM-Free copies of the game & soundtrack, limited edition poster prints, t-shirts, hand-made plush toys of the Cosmochoria hero and actual trees planted via the Earth Day Network—30/30 hopes to fund the final stages of Cosmochoria’s development.

    Intent on capturing the beauty and loneliness of space, Cosmochoria’s art boldly contrasts a child’s imagination with the cruel tranquility of the vacuum of space. The gameplay stems from an unwavering dedication to an era of simple game design, escalating challenges, gratifying upgrades and high-score competition. An original and ambient / electronic soundtrack accompanies sparse moments of peaceful exploration. Produced by a collaboration between Ilkae & Zebra, whose experimental sound has long been influenced by classic video games, and Mantrakid, the musical alter-ego of Nate Schmold, creator and illustrator behind Cosmochoria.

    30/30 is the culmination of Nate’s creative ventures, each of which has strived to make the world a weirder place. Cosmochoria, currently in alpha development, is the next mutation of in Nate’s evolution of delivering creative and immersive entertainment experiences. Back its upcoming Kickstarter this April and solidify indie game development as the future of the industry.

    www.cosmochoria.com

  • meffid0

    This game is choice. iPad?

  • mantrakid0

    Was thinking iPad eventually but touch controls are a pain in the testicles, so i donno... it sucks having bigass buttons and virtual joysticks all over the screen. if the iOS gamepad shit gets their shit together, I can definitely port it with Touch as an option, but it truly is a subpar experience to touch the screen and play, it's just truly not as fun so I probably wont go that route any time soon.

  • mantrakid0

    If you guys have a sec, could you check out this (rough) voiceover I'll be using for the kickstarter video. The actual thing will be a video with gameplay footage / concept art / etc... but I am nervous about using this as the 'tone' for the video if it sounds too personal, or maybe too formal? I'd be interested to hear what your impressions are... Any feedback / input you can give would be helpful. It is rough, so there's a couple parts where i stumble on the words, or they get buried in the mix, but overall, im looking for impressions of the tone / general sense it gives..

    http://d.pr/a/2ZWd/2gN7Ecgn

  • jtb260

    Observing how this has progressed over the past few months has been really awesome. Obviously it's partially promotional but I've really appreciated being able to watch how you've taken this from MVP to something bigger.

    A few of us in the office have been fantasizing about making a game and I've pointed to this to prove that it's possible. Way to go man.

  • mantrakid0

    :D the fact that you guys check in and comment like this has made it so easy to keep this thread up to date.. Thank you so much!

    Im looking forward to going back and reading through it one day if this shit doesn't kill me first. Having an inbox of client emails gnawing at me this whole time has really been a bummer, but i'm holding out hope that if i persevere and can catch the right eye, maybe shit will all fall into place. or maybe i'll be grinding like this until i keel over one afternoon from too many coffees... at the very least ill have died doing something i always dreamed of haha. :)

    My poor family... i feel so selfish.

  • mantrakid0

    100SFA