DO NOT WANTUdderdude wrote:We're out of the picture now, man. The genre has evolved and moved on without us. A bright, glorious future of bloom and HD sprites that look like "My first photoshop" in action.
Mactabilis released!
Re: Mactabilis released!
AN AWESOME PRAYER IS IN CONFLICT WITH US.
KEEP YOUR DIGNITY.
KEEP YOUR DIGNITY.
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doctorx0079
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Re: Mactabilis released!
IT'S JUST YOU LOLmjclark wrote:Maybe that's because Fast Striker is well made, well executed, has good scoring mechanics and game play and has some design elements in common with older well crafted shmups but with enough innovation to make it worth taking seriously in it's own right.ItBurn wrote:Fast Striker looks like a fun game, after watching a few trailers tho, it was like I had seen this game a hundred times before.
Or did you just watch the same trailer 100 times?
You just don't understand lol

ps i like tacos
So basically Ay-ghis Wing. But isn't that game free?Udderdude wrote:We're out of the picture now, man. The genre has evolved and moved on without us. A bright, glorious future of bloom and HD sprites that look like "My first photoshop" in action.
SWY: Games are just for fun
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S20-TBL
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Re: Mactabilis released!
I keep noticing this trend of trying to insert X gimmick into a well-established genre in the hopes that it will be innovative--and it's not just Western devs that are guilty of this.
Please listen: instead of spending all that hard work on HD graphics and crazy gimmicks and whatnot, why don't you instead ask yourself two fundamental questions about the genre you're trying to innovate before doing any kind of innovation:
1) What are the fundamentals of the genre (e.g. what are the basics that make it what it is, and how much can I add or remove without ultimately ruining it)?
2) What is the purpose of the game (e.g. why should people buy and play it in the first place, and who is it being sold to)?
These two questions will ultimately dictate the trajectory of your game design and business strategy, INCLUDING any innovation you want to make (and you can't simply add anything _you_ want--the players must always have first place).
ItBurn, please don't misinterpret this reply to be bashing. Many times I wish most people on this forum would be at least a little kinder. But being defensive about your game won't help either. The people here have played many of the best games in the history of shmups, and they know when something is wrong with the fundamentals of your game. In fact, pointing to non-shmup audiences as a defensive fallback won't exactly help your matters any either, since that group also tends to know when something is wrong with the basics.
Please consider this before continuing: remember what kind of consumer reaction Starcraft got when it was first previewed, and more importantly, remember what Blizzard did to their own game afterwards in response.
Please listen: instead of spending all that hard work on HD graphics and crazy gimmicks and whatnot, why don't you instead ask yourself two fundamental questions about the genre you're trying to innovate before doing any kind of innovation:
1) What are the fundamentals of the genre (e.g. what are the basics that make it what it is, and how much can I add or remove without ultimately ruining it)?
2) What is the purpose of the game (e.g. why should people buy and play it in the first place, and who is it being sold to)?
These two questions will ultimately dictate the trajectory of your game design and business strategy, INCLUDING any innovation you want to make (and you can't simply add anything _you_ want--the players must always have first place).
ItBurn, please don't misinterpret this reply to be bashing. Many times I wish most people on this forum would be at least a little kinder. But being defensive about your game won't help either. The people here have played many of the best games in the history of shmups, and they know when something is wrong with the fundamentals of your game. In fact, pointing to non-shmup audiences as a defensive fallback won't exactly help your matters any either, since that group also tends to know when something is wrong with the basics.
Please consider this before continuing: remember what kind of consumer reaction Starcraft got when it was first previewed, and more importantly, remember what Blizzard did to their own game afterwards in response.
Re: Mactabilis released!
@S20-TBL
Well said.
Don't interpret my confidence in the fact that my game is fun as a sign that I'm ignoring what people here say and that I'm arrogant. I stick around because I enjoy the constructive criticism.
Well said.
Don't interpret my confidence in the fact that my game is fun as a sign that I'm ignoring what people here say and that I'm arrogant. I stick around because I enjoy the constructive criticism.
Re: Mactabilis released!
This is a perfect example of what happens if indie developers accidentally appear arrogant when marketing their games, as is the example with this trailer that marks the genre as stale. Obviously it's bound to offend a whole slew of people, but those aren't the ones it's aimed at so in that's sense it's potentially succesful.
But I do think that course of action should generally be discouraged among indie developers. Going the humble way is bound to net you more loyal followers and more positive feedback. Ie. say "look at these fun features we're trying to implement in our game so it can stand out on its own as an enjoyable indie game instead of trying to compete with the masters, hopefully you'll enjoy it too!" instead of "Screw every other game, we'll singlehandedly reinvent the whole genre, phwoar!"
The result is a whole bunch of return fire on this thread, and to be fair, I think ItBurn sounds very reasonable and handles the criticism extremely well, so kudos for that! And there's a lot of very constructive suggestions in the stuff people write here, so it's not all bad. I wish you the best of luck for your game, but to be honest I got really offended by your trailer, and the obvious reaction to "Look at how fucking revolutionary we are" will always be "Let's tear down your hybris by pointing out why it ISN'T".
But I do think that course of action should generally be discouraged among indie developers. Going the humble way is bound to net you more loyal followers and more positive feedback. Ie. say "look at these fun features we're trying to implement in our game so it can stand out on its own as an enjoyable indie game instead of trying to compete with the masters, hopefully you'll enjoy it too!" instead of "Screw every other game, we'll singlehandedly reinvent the whole genre, phwoar!"
The result is a whole bunch of return fire on this thread, and to be fair, I think ItBurn sounds very reasonable and handles the criticism extremely well, so kudos for that! And there's a lot of very constructive suggestions in the stuff people write here, so it's not all bad. I wish you the best of luck for your game, but to be honest I got really offended by your trailer, and the obvious reaction to "Look at how fucking revolutionary we are" will always be "Let's tear down your hybris by pointing out why it ISN'T".
Re: Mactabilis released!
Besides the shitty marketing ploy which was already commented enough, what's even more crazy is that the dude contacts shmup sites (like the french shmup.com) to ask them to news his game. To give publicity to his game basically.
Thankfully, it doesn't look like the game is going anywhere with that poor quality regardless how many people he managed to piss off.
Thankfully, it doesn't look like the game is going anywhere with that poor quality regardless how many people he managed to piss off.
"In short, it comes down to spirit" - dodonpachi developper Kohyama.
Re: Mactabilis released!
Critical hits in a shmup?




<Aquas> EDMOND DROPPED OUT OF HIGH SCHOOL TO SMOKE COPIOUS AMOUNTS OF OPIUM
<Zeether> shoe failed college again <croikle> credit feed
<Zeether> shoe failed college again <croikle> credit feed