Not much. I know it's only been 24 hours since I did my forum-advertisement-run, but I'm really surprised at how much less public feedback I've received. I was blown out of the water when I released the first version back in November, and now, after five months of work, it feels like I got less. I'm not sure if it's just the timing of the release, or if I've lost some of the fun factor that the original had. Still, there have been way less negative points (overall) that people have mentioned compared to the original. At least I'm doing *that* right. [grin]
The general points where:
- Controls are a little tricky (but on the other hand, some say they are super-intuitive..)
- Game gets repetitive fairly quickly
- Player gets spawned right beside enemies too much / too fast
- Freeze Bomb likes to slow down/freeze the game sometimes (d'oh!)
- Minimap HUD is intrusive
Review!
Huzzah, another 'review' for MM!
Drinking device?
Hah! I laughed pretty hard when I found this -- I'm hoping not too many people did. I did a little Freudian slip and spelt "shrinking device" as "drinking device" in every single advertisement I posted last night. Oops! They all should be fixed now, but it was pretty funny. Huge kudos to the fellow on gpwiki.org that pointed it out to me. [smile]
How was it done?
I've had several people ask me about the details of how the destructible terrain in Membrane Massacre worked, and the collision detection involved. As I've been getting both tired of writing out answers each time and equally good at explaining it in detail, it might be a good idea to formulate it all into a nice article. "Life in a Destructible World"?
Emptiness?
I think I'm just imagining some of the negativity about the game -- it probably happens when you work on something nearly every day for five months straight. I'm now realizing that public response is a logarithmic curve: the last 10% of the work that takes 90% of the time still only gets 10% of the response. Polish is nice, but it doesn't seem to make that much of a difference. At least not here.
On that note, my days feel a little emptier. I dreamed for the last 3 months of being free of MM and able to work on any of my numerous sought-after projects, but now it's a little disorienting. After always having MM there for me -- ready to be worked on -- for so long, I'm having a tough time thinking about what else I could work on. Something will definitely come to me, though. It always has! [smile]
I think a lot of the activity in the indie game forums overall has diminished -- your original posts were made during probably one of the big boom times for indie games, and it'll pick up again after finals, as science has shown that most indie games are consumed by cheap university students who are looking forward to shooting things outside of various liquors.
Don't be discouraged! Keep pimping your game and you'll get somewhere. It took me several months after Glow's release to get a cover on tigsource.