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anthson1 karma
Head admin at r/houseparty5v5, here. What can a small, rapidly-growing, volunteer-based community like ours do to expand our brand and bring in advertising/sponsors?
anthson1 karma
Head admin at r/houseparty5v5, here. What can a small, rapidly-growing, volunteer-based community like ours do to expand our brand and bring in advertising/sponsors?
anthson2 karma
I bought this game based off your reddit post and man, it blew my expectations out of the water even though they were pretty high going in.
Permadeath isn't something I was expecting, but you've offset it brilliantly. Being able to pad my next run with currency gained from the last is nice, plus the random progression keeps things fresh. Even the bosses seem to change up tactics. Also no permakills from spikes or pits creates a lot of breathing room. My biggest praise comes from the hitboxes in this game. Holy shit, I can dodge incoming threats with a razor's margin. A lot of times, things I expect to hit me just glide right past. That's such a stark contrast to Megaman where the enemy particle hitboxes are huge and incidental damage is practically expected. Your game? I feel like every point of damage I take is my own stupid fault.
I feel like this project was you playing the games we all loved as a kid and going "Hey, this game would go from great to epic if I just tweaked this, this, and that." Was it? What problems with the platform genre did you try to address from a design perspective?
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