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Planet Explorers Released!

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Messages - Malus Tepes

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Thats kinda cute.   I will ship Albert and Gust for life now!

 It looks less like they are 'standing' in each other, but that the girl is supposed to be on the guys back.  Reminds me of Gerdy and Allen Carter.

My Time At Portia Suggestions / Re: Day of the Sun Festival
« on: July 10, 2017, 07:02:13 AM »
Actually...  In hein sight, your jest made me think. 
Wouldn't it be funny if there was a moderate chance ((One in three)) To get random Vanity outfit piece, including a shirt that says "I had a present land on me and all I got was this shirt."

I personally sit in the camp that Festivals shouldn't be used to massively progress you through tiers of content, but instead be bonus prizes that are unique to the festivals.  For example, Harvest Moon does this very well with some festivals awarding items that can only be gotten at the festival, and giving a unique benefit to the farm, and others you can grind a LOT of effort into ((darn horse/dog races)) For something PURELY cosmetic, but we feel nothing but extreme pride for getting that darn new looking horse stable.

I do agree prizes like Twigs, and string are dumb.   
I think that Cosmetic items, consumables, and other stuff ((Like a discount coupon for an upgrade to cost 20-30% less gold)) would be more suitable prizes.

What are your all thoughts on what prizes should probably be?

My Time At Portia General Discussion / The Dark Lords Time in Portia
« on: July 08, 2017, 06:44:13 PM »
Lumi's explanation matches many of my feelings for the game.  I think there are three things I want to say that are slightly different or expanded upon.

-Mining --- Jetpacking:   I don't have a problem with the jetpack while flying.  However, the massive animation of me landing with my screen shaking drives me crazy.   

-Combat - Swords - I feel like attacking with fists feels so much more fluid than with the sword.  The winddown animations on the sword are so long that they feel like you are 100% going to get hit by monster attacks.

-Day of the sun festival -- Sure I didn't get jack for crap, but I had a lot of fun.   It was actually an interesting holiday concept and I really do like it.
-Holidays in general -- I don't think I Like how the holidays all fall on the same date in the calender.  Perhaps ahving mroe than 1 holiday a month for some months could add the fun and depth of the world. 

I figured that I would take the liberty of showing some of the places I reached in the world.  Have fun replicating these.

My Time At Portia General Discussion / Re: A simulation RPG
« on: July 05, 2017, 05:49:49 PM »
I personally believe that this style of game is better suited for single player.  I hope to see how far this game can come as that, and worry about anything like multiplayer for a different type of game.

My Time At Portia Bugs / Re: The walking fall.
« on: July 01, 2017, 04:54:59 AM »
Haha.   I understand mate.  However, I figured I would post the first bug report of the forum  :)

My Time At Portia Bugs / The walking fall.[marked]
« on: June 30, 2017, 11:51:08 PM »
If you are in a very high place, using the jump and falling will deal damage from fall damage to you as intended. 

However, if you simply run in a straight line off the edge and keep running forward, you will not receive any fall damage. 

My Time At Portia General Discussion / Re: A simulation RPG
« on: May 22, 2017, 05:52:31 AM »
We're located in Chongqing, China. I thought everyone knew by now. :)

In other news, we'll probably be releasing an alpha build at the end of this month.

The schedule is something like this:

June 03 - Alpha 0.1
June 24 - Alpha 0.2

We'll probably do EA, then final release around May, 2018. For Steam, PS4, and hopefully Switch (gotta really optimize to make it run well on here).

Okay, I can promise if this stuff ends up on the Switch, I'm getting a switch copy.

My Time At Portia General Discussion / Re: A simulation RPG
« on: May 12, 2017, 06:15:36 AM »
Oooo.   I really like the art style.  It has a very stylistic design to it.  I look forward to seeing what the team does with this game.   

Protoform General Discussion / Re: Protoform Demo 1 Released! Link!
« on: April 06, 2017, 08:23:53 PM »
Okay.  While I have helped given feedback on earlier builds I can see that you have changed the game a bit, and added new mechanics since I last played.  So, let me give a new analysis from my perspective of playing.  If anyone reads this who hasn't played yet, please be forewarned that there are some puzzles which can be spoiled by reading this. So Spoiler Warning

1) Translations - I feel like you guys did a good job on this one.   Earlier one of my problems testing was the inability to tell what I could and could not do because I had to learn keys by error.   The fact that your english translation gets the job done and is written in a clear concise way to help new people is good. 

2) The Difficulty - I feel like your first 8 or so levels are very well designed.  They show clear cut answers, give you the tools needed to pass them, and outside of some minor timing are pretty solid.   However, if I had to describe the difficulty of the puzzles in your game, it is very much like Kid Icarus for the NES.  There is a very sudden wall of difficulty that appears out of no where.  The game becomes very heavily about perfect throwing and perfect timing with only one clear cut way to get past any puzzle.   The fact there is only way through most puzzles after the starting area is fine, but the fact that these puzzles also require extremely high amounts of timing, positioning, and trial and error makes them far more tedious than originally thought.   I believe when the game is longer and you have more puzzles to fill the distance, then these spikes of difficulty will ease up.   That said, I want to point out right now something that you did exceptionally well with, and that was solution foreshadowing.

One of the puzzles which left me the most frustrated was the two sentries in the hallway.  In an earlier rendering of the pre-demo builds that I had been trying, you had a bad problem with the solution not matching logic given to you by previous puzzles.  However this time around the solution was brilliantly set up and I have to applaud it.   In the previous puzzle you showed us that the destruction of a Logic Cube will create a lot of noise, enough to get the sentry's attention from VERY far away.  You showed this in literally the puzzle before this.   You allowed the mechanic of cubes destruction = LOTS OF NOISE to be revealed to us as a penalty to avoid in the puzzle before it, so that we hopefully see and use it in the next puzzle which is the only actual solution to the puzzle.   This is Good Game Design here.

That said, I feel like as a person who enjoys puzzle games, the spikes when they occured were very sudden.   All in all, aside from the twin sentries which is in my opinion the only puzzle which requires you to use the concept installed by the previous puzzle to pass through it.   Some puzzles require you to use a ledge to hide which I feel should be explored in before the jumping maze puzzle.   All in all, I just feel like when you can expand the game to have more puzzles, the difficulty wall most of us end up feeling won't happen as harshly and will be much better.   I suggest actually throwing in a couple puzzles from the earlier pre-demo builds.  In particular I suggest the one where you had to walk on a ledge to cross silently.  ((The last puzzle of the first pre-alpha build.)) 

There is one puzzle which I feel like you could improve on in this demo and that was the very final puzzle with the two teleporters.   Having some kind of colored line linking each of the two teleporters together would help avoid confusion on which teleporter does what, especially if you have puzzles later with numerous teleporters.

3) Environment - You guys took one of my suggestions from the pre-demo and made the game feel SO much bigger and it shows.   I really like how much more polished the game looks.  While you do mix the different colors, the portal like ambience no longer feels like a copy cat or a clone.   You added in many details that truly makes the game feel unique.  Walking through a glass hallway and see the large empty space was incredible and to have it foreshadow the fact that the upcoming puzzles were a large open space was truly a wonderful feeling!   That large area and seeing all the puzzles that awaited me at once was incredible.  I'm left with a very solid and good looking ambiance.   From the earliest builds, you've taken what looked like a portal clone, and made it appear truly unique as its own standalone sci-fi puzzle.

4) Puzzle Mechanics - Having played earlier pre-demo ((Pre-alpha?.)) builds I do have a bit of an unfair advantage to review and judge this.  However, allow me to give my personal opinion on each mechanic itself.

4a)  Sentries - I notice that a common thing that people ask about is to show the limit of the sentries vision.  I am torn on this. I found in a couple puzzles, I wasn't sure what their vision limit was which caused me a lot of stress and concern.   Part of a puzzle game is to show clearly what the rules of the game is.  What we do with these rules is how we solve the puzzles.  The problem with the sentries is that their rules are... blurry.  While we can see the edge of their vision on the sides, not knowing their distance limit is uneasy.  Not knowing how close we can get without crouching, how far their attention is garnered is very questionable.   However, when it comes to sound, I believe they are fine as they are.   I personally don't know if having their sight limit being so unknown is a good thing or a bad thing.

4b) Throwing - I think this is well executed now.   From the earlier Pre-demo's its been improved a lot especially by showing where it will land.

4c) Teleportation Units - OMG THESE ARE SO FUN EVEN WITHOUT A PUZZLE!    Okay, all puzzle hype aside, I feel like there is one problem with them.   When there are multiple teleportation units there is no way to tell which teleportation unit connects to which one.  Having some kind of cosmetic line to show these links would be nice.

4d) Movement - Your ability to move, crouch, climb, and such have been improved a lot since earlier pre-demo builds.  Honestly, the ability to finally climb up a ledge with a cube is such a welcome relief.  I hated when you had to throw them up the ledge.  All in all, I think this is plenty fine.

4e) Triggers - The triggers to open doors and activate and deactivate different things in this game have always been just satisfactory to me before.  However, this demo showed you using triggers for more things such as timing puzzles, ledges raising and lowering, and many more effects.  Honestly I think this is a good mechanic and its being well used.

Honestly, in my final opinion, this demo shows the amazing promise of this game and its puzzles.  I can not wait to see what you guys do with this game.  The environment looks spectacular, the character looks good, and the mechanics of the game are well designed.  Speaking from a mechanical standpoint, I feel as though this demo shows the mechanics of the game in a very solid and well designed light.  I just feel like there is one puzzle which is a massive difficulty wall that everyone talks about because while the solution is foreshadowed, it isn't played upon before it.  I look forward to being able to buy a copy of the game myself when its out.

General Pathea Discussion / Re: Prospecting new player here[marked]
« on: March 10, 2017, 05:04:44 AM »
so i bought the game last night and I love it so far! What a great game to bad the bad reviews. I want to know if the dev team needs any help? I am pretty good at blender and Unity coming from kerbal space program. I got a yiynova tablet and 3d mouse waiting for a good project. :P and just learning coding. I want to offer my help free of charge and anything I contribute will become the property of Pathea. I am good with that. How can I help?
Typically, most game development teams wont' take up offers.  This is because they have a way of doing things in office which trying to get a single person from over seas on the same page will make quite difficult.   Add in the fact that even if they used your assistance, if there are any things that they wanted done in person that is a bit harder to describe with words, they would have to re-edit all your assets in order to do it, which if some things aren't set up correctly, would result in them having to re-do it from scratch.

I know the Pathea team really does appreciate the gesture of good faith and I can not speak on their behalf as I am not a member of their team, but I can tell you that sadly your suggestion just is not a possibility as things are.  I am very pleased that you are liking the game.  Its always good to see new fans coming into the game.  If I may give a suggestion, perhaps you should help design some pleasing armors, weapons, and vehicles using the in game editors and using advanced tricks you can find from different people on these forums to create truly wonderful things for others in the community to enjoy.  I dare you to see if you can translate that knowledge and make me a dapper purple Tuxedo to wear for armor.

Protoform General Discussion / Re: Video Devlog 01
« on: January 01, 2017, 04:54:52 PM »
However, the biggest trick here is that is the difficulty fun and challenging, or just aggrevating?   

Hearing this "People died 80 times" actually sort of worries me.

Don't worry, Protoform is a puzzle game with stealth elements. Actually metal gear games give me inspiration, but Protoform is more like Portal. In final version, if you come up with correct ways you needn't die so many times, 2 times at most I guess.

I see.   I have another question.  Are your puzzles going to be focused on having One Solutions, or are they going to be designed around allowing more than one set in stone solution to reward players for creativity?

Protoform General Discussion / Re: Video Devlog 01
« on: December 30, 2016, 06:16:07 AM »
This is absolutely amazing.  I wish Xu the best of luck on leading the team. 

While I know Zifei has fluent in both english and chinese, part of me asks how good is Xu at it.   Puzzle games are a more difficult and niche genre to sell too.  The biggest thing is that the most successful puzzle games do one of three things ((Usually at least 2.))

1) The puzzle has a very unique and different mechanic behind it that serves as a theme through out the whole.   Some games that come to mind like this is the Shift Series ((flash game)), Portal series, and Scribblenaughts ((You drew your own solutions.))

2) A unique story element that has a secret amount of depth and symbolism to it.

3) The puzzles are met with a cast of unique, fun, and well developed characters.  For this, some games that rush to mind is Catherine and the Portal Series again.

Difficulty is only the same challenge that all puzzle games have.   Some are too hard, some are far too easy.  However, the biggest trick here is that is the difficulty fun and challenging, or just aggrevating?   Some puzzle games can be insanely hard but aren't aggrevating as the mechanics are very clear and concise.  The flash game Shift is a great example here.   Other puzzle games however, require a certain flawless timing that is more aggrevating than fun...

When I see Xu's new team working on the Pre-Alpha Demo to prepare to determine how well they can make the gameplay I have to ask if they will capture the first part.   Will they be able to find a way to create a Unique and innovative mechanic that will make the game stand out.   Even if the characters weren't amazing, the portal games would still do well due to how well the puzzles were made around the mechanics presented.  Pathea has already shown their ability to come out with games with unique content in Planet Explorers.  Because of their track record I'll give Xu the benefit of the doubt and he does seem very confident on what he wants to make which only further encourages me.

The second point is one that is a bit trickier to catch.   There are a few puzzle games which do capture this, however outside of some moments of Catherine, I can't think of much for examples.  Honestly I find adventure or RPG's tend to catch this better with Shadows of Colossus, Undertale, or Okami capture it better.  This is a tough thing for puzzle games capture as it often does rely heavily on the third thing I point out, the story.

The game is going to fall into the realm of 3d Puzzle games.  Its clearly going to be story driven.   I wonder how will Xu's innovation will be able to sell the story.  I believe if there is going to be anything that will let Pathea sell this game well on steam, it will be the story.   Puzzle games on team usually sell well due to a good story more than just good mechanics.

On a side note, does this mean we will see another Pathea team making a Mouse Game?   Will Zifei be leading us into a mousehole in a few months?

Planet Explorers Suggestions / Re: A few suggestions[marked]
« on: December 27, 2016, 03:15:39 PM »
Bows actually don't get enough credit for how useful they are. They are the cheapest and readily available ranged ammunition to make and use.
Though it would be neat to have special arrow types, like fire arrows, or poison arrows.

As someone who abuses Bows thoroughly I can tell you 4 things.
In story mode, Bows are insanely powerful as you can get access to bows that will always deal more damage than the best non-custom gun at the moment.  It's ammo is the cheapest.  It has the ability to ARC your shots, something that if you know how to use this in combination with a hell, will allow you to fight extremely difficult mobs and bosses ((Such as the different robots)) by using the terrain to your advantage as a shield.  This is something Rifles and Laser Guns can't do as they don't have the arcing, making using barriers slightly more difficult in the wild.

Most of the time, after your first shot, mobs will always be sprinting towards you, so you have to Kite them, which at close range, the Accuracy of a Laser, Bow, or Rifle don't matter.   This again, makes bows a sleeper powerful choice due to their consistent shooting speed.  Ever run out of Arrows?  Cut down one tree and  you have a ton of ammo again.   Run out of Laser ammo?  Better wait for 30 minute sfor it to recharge.   run out of Bullets?  Better farm for 30 minutes to get enough copper to have a good stock.

Bows are actually the strongest ranged weapon for speed running, general exploration, and farming meat ((As you spend the least resources to acquire your meat, resulting in a greater net profit.))  While their strength isn't about being the hardest hitting or fastest firing at late game like final tier Rifles and lasers, their utility early on and extremely cost effective ammo compensates plenty.

And having just finished the story... HOW DARE YOU D: :'(

Don't spoil too much for me.  I still haven't seen the end ironically.  Too busy testing ISO creator stuff, getting mad and throwing my work away hehe.   

However its great to see you back man!

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