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Thread: Monsterland - not a typical sidescroller

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  1. #1
    This looks really good. What are your long term plans? Free / commercial? I don't think there's much demand for this type of game -- it's not quite a roguelike and not quite an action shooter. The lack of animations and grid movement seem a little odd for this style of game.

    It does look sort of confusing though. In the video on indiedb there are so many places for the player to go, I imagine it will be difficult to know where to go next unless you design the levels differently with that in mind. Related to this, the areas seem really confined in the video. I imagine you might design some different areas later (e.g. in an entirely new environment).

  2. #2
    The style of gameplay should be familiar to anyone who's played "Doom". The control scheme should be familiar to anyone who's played "The Binding Of Isaac" - or, going farther back, "Robotron".

    What's shown in the video is the first 4 minutes out of 3.5-4 hours overall of gameplay that has already been created. Some tweaking is still pending for the map in question, namely in the area of green key.

    I may create simple 2-frame animations for monsters yet. Not sure.

    As for market demand... it's not a concept I subscribe to.

    I have two other games, one of which is in engine prototype stage and its gameplay mechanics do not fall into any established genre. It's not an RTS, it's not an RPG, it's not a hybrid. It was inspired by a TV show. The market cannot possibly demand it, because it has no concept of it at all. But it will be made nonetheless.

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