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Seongjun Kim

Member Since 22 Mar 2010
Offline Last Active Jan 14 2015 02:20 AM

Posts I've Made

In Topic: Feedback needed for Rouge-Like 2D Platformer Sci-Fi

23 April 2014 - 04:36 PM

Ahh okay, I'm thinking of something like Spelunky then. Is that correct?


In Topic: Communicating "scariness" without openly showing the enemy

23 April 2014 - 04:34 PM

How about showing the things that this monster has destroyed? Other humans, who, the player's character knew before, just massacred, torn apart, and scattered around, might help the horrifying setting, especially if the dead ones were stronger than the player.

 


but given that what techniques are available to show that it's getting close and keep the player on their toes?

 

Things such as only showing only limited view of the monster might help. You see a massive claw reaching out from the corner of the room for you but you can't see the whole monster? That would be scary if done right. You hear the monster walking around, stops, starts sniffing the air, and then you hear the monster suddenly start running towards you. You're at a dead end and you hear someone or something cry right next door and you have nowhere to run except towards the screaming.

 

That's all I can think of for now.


In Topic: Feedback needed for Rouge-Like 2D Platformer Sci-Fi

23 April 2014 - 04:20 PM

Would this be pseudo-turn based like traditional rogue-like?

 

Overall, it sounds fun but I've never seen a platformer rogue so I'm not sure how well it will work out. How will the battle work out as a platformer?


In Topic: Side-story episodic content

16 April 2014 - 11:31 PM

The game "Walking Dead" comes into my mind. If you can make each episode self-contained with different main characters (a protagonist) and market your game as a story-based game, I don't see much problem from it. A game doesn't have to have only 1 main character.


In Topic: Backyard Genius [Game Idea] What You guys think of:

16 April 2014 - 10:40 PM

I'm assuming that there is a main goal: Reach X amount of money within Y time. Once a player achieves this goal, what are some of the incentives for them to try other ways to achieve this goal instead of playing it the same way every time because that way is the guaranteed win. Is there some end-game contents that the player can do? Are there missions? Or is it very open (players get to do whatever they want at any given time)?


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