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ItsTheAshtray
hell yeah

Age 35

Chicago

Joined on 7/6/05

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Comments

Haha, that story is a lot more in depth than I thought! But don't worry, most stuff is like that, where most of the story is background. This story has a pattern I've seen before, so it's fun to see you had some deeper idea behind it. Maybe there's some way you could work that kind of thing in in your future games, but it's hard to say. Maybe it's just good to have something deeper behind a story so it'll stay consistent when you add new things to it, you know?

I thought the dark levels were a fun idea too. :)

I don't think that art was terrible. It all fit together and had a kind of "newgrounds" style to it (like, I've seen other games with a similar aesthetic on here, so you could almost call it a NG style). I basically did the same kinda thing with my Ether games, haha. Sometimes it's just simpler to use shapes, you know? I think the square explosions actually would be a good jumping off point for this kind of simple flat style. Maybe go ULTRA stylized and push it the other way. You can get away with a lot in game art. I think the main thing is just to make everything fit together, which you did pretty well. :)

More than anything, I think you should be proud of finishing a big project like this. I know from personal experience that it's incredibly difficult to keep going sometimes, and you have to be your own slave driver. In the end the result is always a bit like, "wow, it took me a year to make this?" haha, but You're probably having fun reading the reviews now, and you got daily 5th!

If you want any advice on where to go next, the thing I found most successful was making a character people really like. You've got some good storytelling chops, so use that to your advantage! I think that was the strongest part of the game. Also, since you had fun with the pixel art, I can say personally that it saved me a LOT of time, and it's easy to make it look nice. All you need is a good color sense, and I think you have that - just looking at your other games.

If you have trouble getting sponsored in the future, all I can say is, join the club, lol. It was always difficult to get sponsored, and these days it's just gotten harder. Maybe try a mobile game - that's what I'm doing. :) You can do that in flash still. Flashdevelop is free and has some nice export features for iOS and Android.

Anyway, good luck with any future projects!

I really like the idea of having a few layers to a story, but it's difficult to do in games. Especially if you're not a great writer (like myself). It's tough riding the line between making the underlying messages too obvious or making them too difficult to understand. I gotta continue to work on dattt.

Pixel art is most likely the direction I'm gonna go with future projects. I'd like to do something like you did with Sly but....that seems like soooo much work pshhh.

Thanks! I was very proud when I finished. Then ashamed for spending all that time on what I felt was a crappy game. Then I forgot about it and now I'm really happy with the response it's getting. Honestly, I didn't think anyone would play through the whole thing. On top of that, people spent the time to read the dialogue?! AND ENJOYED IT?! Whaaaaattttt? Super satisfying.

That's excellent advice. I recently hit a wall with how to progress a game I'm currently planning, and the character thing you mentioned just gave me a different perspective on how to approach it.

I think I'm done with sponsorships. I don't want to have to worry about making stuff PG-13 and relying on companies to predict how popular a game might become. It's gross. Just gonna make free games for a while and if I think that I could turn one into a full 'indie' project, I might do some crowd-funding. Although maybe kickstarter and indiegogo arealready over-saturated with indie games now. I DONT KNOW WHAT IM DOINNGGGGgggg

Thanks for all the feedback and I'll check out Flashdevelop. Best of luck with the mobile stuff! I'll be lookin' at your artist updates