Search found 9 matches
- Mon Feb 24, 2014 9:17 am
- Forum: News
- Topic: Friday Facts #20 The release buzz
- Replies: 79
- Views: 57402
Re: Friday Facts #20 The release buzz
I think you should keep up the hard work like you already do, the game start to look way more polished and attractive for the people that are not yet sold on the game. Demo like somebody said in the first comments, I don't know, it was necessary at first when it was the only thing available to ...
- Sat Mar 30, 2013 9:49 am
- Forum: Resolved Problems and Bugs
- Topic: [Resolved 0.3.1] game crashes when dead
- Replies: 4
- Views: 4341
Re: game crashes when dead
Got the same bug.
- Sat Mar 30, 2013 9:49 am
- Forum: Resolved Problems and Bugs
- Topic: [Resolved 0.3.1] Flamethrower doesn't shoot at target
- Replies: 4
- Views: 5255
Re: Flamethrower doesn't shoot at target [0.3.0]
Has anyone else this problem with the flamethrower ? I can't use it, if I leave "space" pressed, and close a window (like inventory window) the flamethrower works for a second and stop.
On enemies, it's not working at all.
Checked, no key mapping seems to provide an explanation for this.
On enemies, it's not working at all.
Checked, no key mapping seems to provide an explanation for this.
- Sat Mar 30, 2013 9:44 am
- Forum: Releases
- Topic: Version 0.3.0
- Replies: 37
- Views: 37261
Re: Version 0.3.0
Edit : wrong place
- Mon Mar 04, 2013 8:40 pm
- Forum: General discussion
- Topic: Game feedback
- Replies: 23
- Views: 24285
Re: Game feedback
The splitter really helped with the turret problem, was able to finish the mission this time. I think it is key to understand everything needs to be automated for the new players, or you will fall behind. The game is sooo adictive. This is just crazy for an alpha:)
- Fri Mar 01, 2013 11:48 pm
- Forum: Balancing
- Topic: Reduce the Creeper spawner rate
- Replies: 21
- Views: 25952
Re: Reduce the Creeper spawner rate
Like I said on the general feedback thread, the issue is less about the spawnrate or the tactics to attack the enemy base, but the fact that if you are too slow you get very slowly overwhelmed without a chance to turn the game in you favor again. And it can drag for one hour or two before you ...
- Fri Mar 01, 2013 10:32 pm
- Forum: Development Proposals
- Topic: [Polls Closed] Creepers in the demo
- Replies: 34
- Views: 52092
Re: [Polls] Creepers in the demo
I would keep the creepers, in small waves not very deadly just to get a sense of how it can be challenging in the full game. Rather than removing them, I would make them more obvious : waves should be announced (the radar could detect the enemies ? :)).
Next wave in ...
With a cap, so there is no ...
Next wave in ...
With a cap, so there is no ...
- Fri Mar 01, 2013 9:09 pm
- Forum: General discussion
- Topic: Game feedback
- Replies: 23
- Views: 24285
Re: Game feedback
On another note (shorter), I'm used in most games that left click is the building button (you left click to put something on the map), and right lick cancel the action/building/stack in your hand, is there a reason it's not like that and you have a key to cancel your stack ?
=> Right click could ...
=> Right click could ...
- Fri Mar 01, 2013 9:03 pm
- Forum: General discussion
- Topic: Game feedback
- Replies: 23
- Views: 24285
Re: Game feedback
Hi,
so I played the demo, the 3 missions went fairly well, even the radar mission, I found they where balanced ok in term of progression, and a good introduction to the game. After that I played 2 games (normal difficulty) of the alpha after picking up the game from indiegogo and started with the ...
so I played the demo, the 3 missions went fairly well, even the radar mission, I found they where balanced ok in term of progression, and a good introduction to the game. After that I played 2 games (normal difficulty) of the alpha after picking up the game from indiegogo and started with the ...