DRAKONAIS'S PROFILE

"Time you enjoy wasting was not wasted."

-John Lennon
Second Death
After crash-landing on a strange island, a Chicago cop must face horrors of the wild to save his loved ones and himself.

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[GM] Second Death needs new tiles -- paid work

Quick update with payment for the job: Offering $500 for the full set. Let me know if you're interested!

[GM] Second Death needs new tiles -- paid work

Hi all, I've been working on a game called Second Death for about three years now and it's very close to release. I've already put it on Steam Greenlight and received a lot of feedback from the users there. One of the main complaints is that it uses the well-known Mack tiles, which makes it immediately appear to be a generic clone, and could potentially discourage player interest. Check out the trailer and you can see what I mean:



While I think the tiles are fine, I know they're overused and would love to have a talented spriter create some replacements to give the game its own style. Since the game is 99% complete, I can write an exact list of the tiles and sprites required. I don't have a huge budget, but I would be glad to work out a good price for this admittedly sizable overhaul to compensate for the work.

For a quick idea of the scope: Second Death has 7 environments, with ground/water tiles and unique static sprites (rocks, plants, etc). A side goal of this overhaul is to darken the palette a bit -- another critique of the game is that the custom red/black noir scenes clash with the brightly colored Mack tiles, and I agree.

If you think you can help with the last step of this nearly finished project, please reply below. Thanks!

Anyone up for a game feedback trade?

Hey all! I've had my head down for a long time working on my new project Second Death and it's finally at a state of semi-completion where I'd like some testers and feedback.

I had a nice experience on RMN with my last game Tiamat Sacrament by offering to trade playthroughs with other developers needing feedback. So... anyone up for a trade? Not expecting to get or give a formal review (unless you want me to submit it as one) but rather informal feedback on the game.

A bit about Second Death: It's a survival roguelike that takes place in an island off Cuba's coast in the 1950's. Scrape together food, shelter, and equipment to make the ascent from a beach to reach a volcano's peak.

Reply with your project download link and we're in business.

[GM] Respawn enemies? Or savor a clean field?

Hmmm it sounds like a % chance would be a happy medium then. I'd rather each zone not turn into a grind-fest, since the player is supposed to be pretty challenged as they progress.

If the player dies, the world is regenerated (enemies and all) so that's where the full respawn kicks in.

[GM] Respawn enemies? Or savor a clean field?

I'm torn on a particular game design decision for a top-down RPG with touch encounters: After you've cleared enemies from an area, would you prefer if they stayed dead? Or would you prefer to fight more enemies after a certain amount of time?

My options are
1.) Respawn all enemies after a night's rest
2.) Give them a % chance to respawn
3.) Leave them dead

I'm inclined to respawn them, since that gives a chance for more experience and resource drops, but sometimes it's a bummer to see hard work get undone if the enemies pop back in place. Is there another solution that's not on my radar?

I hate the 'Miss' mechanic

LockeZ, I think the expectation bit is spot-on. As long as the player has a grasp of what to expect, it's not an unpleasant experience. I feel like the 5% chance to 'Miss' is something of an artifact -- the intention to add some variation to the outcome of an attack is a good, but the result (to deal zero damage) isn't. I've personally witnessed people play old RPGs of mine and get dealt a 'Miss'. It felt bad to watch them struggle and I didn't really have an explanation for why that should be a random punishment.

And GRS, I definitely prefer the chance of half damage over missing. Honestly, even 1 damage is preferable, even though it's effectively a miss. There's something so heartbreaking about doing zero damage.

I hate the 'Miss' mechanic

In every game I've played since childhood, nothing has frustrated me more than a basic attack missing the target. I don't believe it adds anything enjoyable to the experience. It doesn't mean my tactics were necessarily at fault, it only means that a random roll of the dice have, at best, caused a turn of delay, and at worst, caused me to take more damage than I was counting on and lose the battle.

I'm definitely not opposed to variable damage in the mix, and for to some attacks doing less damage to certain enemies (especially when those resistances are opaque). In the game I'm working on currently, it's impossible to miss -- if you time the hit correctly, you can only do EXTRA damage. Enemies can still miss their attacks against you though.

What do you think? Is there a good reason to have simple attacks miss?

[Sprites][Pixel Art] Kaijira's Pixel Shop

Just want to step in as a 100% happy customer and vouch for Kaijira's sprite work. Exceptionally done and very professional. Thanks again!

Bow down to our new Libertian overlord

Congrats Liberty! Great to hear about the promotion.

First Seed Material / REFMAP gone; resource recovery operation go!

For those using FSM/REFMAP materials (includes Mack tiles, right?), what credit information are you including? I would suppose a link to the site no longer makes sense.