About This Game
English
cornflower corbin Even at its modest price, I cannot recommend this game which feels like someone tweaked a basic 'Unity' tutorial. In fact, it feels exactly like a hastily made flash game from back in the day; lazy graphics, no "feel" to the game as such (it is hard to tell when you have been hit unless you check your status bar), very rudimentary audio design, and the most basic side-scrolling gameplay. The "growth" aspect of the game adds a little bit of depth, but it also helps accentuate how slipshod the rest of "Corbin" feels. Comic Book Tutorial Update and More:
Feature Updates. Instructions for Play!:
So, we launch tomorrow, so I wanted to take this opportunity to explain a couple things. Basic controls. Use WASD on the keyboard to move, or the left analog stick on a controller. Pretty standard stuff there right? Space Bar or the Right Trigger will shoot. Use Enter or the 'A' button to advance on buttons or in the comic books stories. You can turn on/off sounds and music in the options menu, available off the main menu and the pause menu (ESC or the start button in game). You can also go windowed mode or border-less windowed mode. We do not do a true full screen. Basically, you need to navigate your way through the levels and defeat the bosses along the way. Shooting causes you to grow, growing makes your lasers stronger, but also makes you slower and easier to get hit. This is an arcade style game so there are no continues, you have to make it through from end to end with the lives given. It's not easy, are you up for the challenge? To help you out, these are the power ups you will see in the game. Krill is what you will see to heal you: Purple Power Ups give you double damage: Red Power Ups give you a triple split laser: Blue Power Ups give you a shield: We also offer an endurance mode, that is a single life, wave clearing never ending run. Basically a score chaser for the leader boards. You can play the story levels on a single level basis after you beat the level. That's basically it guys. We hope you enjoy this fun little campy whale shoot 'em up. We have had fun making it. In the near future we are going to offer Workshop for the dialog of the game, so someone can localize it for other languages or tell a different story with the comics, and most importantly, tell different jokes. More on that later.. Violent Sol Kickstarter: We are happy to announce that our next project is now on Kickstarter. It's a much bigger game that will be heavily moddable with nice long story line. Get more information on Kickstarter now! https://www.kickstarter.com/projects/651297750/violent-sol. Cornflower Corbin - Getting Full Hand Drawn Animation Art Pass: We are putting some time into Cornflower Corbin and updating the art for all the sea creatures. We feel that it will take on a better life and look that matches the fun game-play if we hand animate all the sea life that Corbin is fighting through to save the day. The one complaint we have received about the game has been the look and feel. So we made the decision to slowly update it to what we think will make it fantastic. What we are doing is hand drawing framed animations for all creatures in the game. This means we are learning to hand animate while doing this. This is a entertaining undertaking as we have never done this before. We are used to using something like Spriter Pro to do something like a paper doll animation. This allowed us to move parts by rotating etc, but the animations don't look as alive as they could with a hand drawn animation. Hand animation takes time and effort and we are a two man crew that is also creating a new game at the same time as this artistic pass on Corbin. So the progress will be slower, but done with care and love. Here's a small preview of the new shark that will hunt Corbin as he swims to save his girl. This should allow us to have more character in the game. Each creature will have multiple animations and have more feeling to them. We want this game to look like how fun and entertaining it truly is. This is all in the early stages. Our plan is to slowly work through all the creatures currently in the game and release each level as they get done. Once the art is all finished, most likely, the price of the game will rise to reflect the amount of time and effort that went into the art pass. So now is a great time to pick the game up here at the store page Expect at least one update per month on the Art here as things progress. Thank you for supporting our tiny little indie company, Afterthought Games, and we look forward to your input as the art begins to come together. . Working on a tutorial!: We just pushed out a small update that shortened the start up time on the game. We noticed when the game started up it was way too slow so we did some tweakin' and got it workin' better! This is all in preparation for our tutorial push we are working on. The tutorial will be in comic book format with Paul the Clown fish showing off his teaching skills. Stay tuned for more on that later.. Less than 3 weeks: We are still on track for our August 17th release. We have all the levels done, just working on polishing and a ton of stat tracking so the leaderboards can spur some friendly competition. We are also working on a Workshop integration so that all the dialog in the game can be changed, for fun or for other languages. Seems like a good test case for our large release of Violent Sol later this year. Lots of work still to do, better get back to it. Thanks for reading.. Under a Week to Go: We are basically dev done, have some leaderboard work to finish up, and all we are working on for the next week is the polish. Waiting on Steam to ok our first build, make sure we didn't miss anything, then we will be going live on the 17th at 4pm EST. Get us on your wishlist today so you can be among the first to play.
Bring Her Home [pack]
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