If we could nail the "foreverplay" of Drop7 while keeping it intensely accessible, we would be absolutely golden.
Ahhh I absolutely love the look/love that the interface is dayz standalone cracked multiplayer getting!
This MAY look strange if the game loads fast enough, though.Tetris does it, pj lock screen time windows 8.1 did it too, why not?(And if the player can find out by half-swiping, then the optimal tactic would be to finale 2011 serial number generator half-swipe in every direction before taking a critical move, which doesn't sound fun).Regarding "no playable sorries dude don't worry at all.It's definitely a downgrade from.Since, the game has grown in popularity after a posting on Hacker News on March 10th.Hopefully you get the sentiment.I am really open to any kind of possibility, but for me i just think that the real challenge is getting this into people's hands and them "getting it" without much exposition.So the idea and you may have heard this: But basically, hundreds was going to start out with blowfish or something similarly nice metaphor wise and feature pretty saccarin graphics, maybe ala gasketball a bit.
Answer some big questions that we maybe haven't asked yet.And it all happened so fast.What are they doing here?Maybe they just turn into crumbs/dust and the monster chomps appropriately.Let me know if i'm rambling more than making sense, totally possible.Enjoy release week, buddyyyy!I did exactly what i wanted with the prototype and threw caution to the wind on everything as far as visual design of the iOS version and i was rewarded not only creatively but especially by The Market.That was the source of the silhouette "gallery" on the hallway with the wallpaper.I can totally picture him jumping out of that tile and being a complete monster.I'm hopefully gonna grab someone to test it in the office (kleenex, i've been guarded about who sees it there) and see how it plays but i think you're right about the ending feeling ho-hum and i think maybe a longer more paced buildup.
Being different and weird and a little off-kilter is (one of the reasons) why hundreds did so well, and i think that can be said for a lot indie games these days.
I think it might actually be more clear if we reverse the way you have it set up in that last mockup, where we have an argyle on either side of the monster like so: The obvious downsides to this approach is that we lose.