That sounds very interesting! Some things need to change but overall I like it.
That sounds very interesting! Some things need to change but overall I like it.
| crissindahouse said: so to increase the difficulty i have to let the enemy hit me to reach other areas? so i have to play bad deliberately to get a harder difficulty? or did i get that wrong? becaue i don't think that would be a cool idea, but changing "eras" when i get hit could be nice. |
Well the idea is, the game would be Nintendo Hard so there's no need to play deliberately bad, just be at the required "era" to access said area.
| wfz said: This sounds like an awesome idea.. but as Boutros said, I'd do it differently. I'd start the player off in a very simplistic setting and the better the player did, the better the graphics became. Make the music change too! |
I like these ideas actually, though obviously the music one goes without saying.
How about, they start off in Atari era, get enough combos, scores, points- whatever, the game will evolve to the next level, take a hit and it will de-evolve. The aim could be to get to 1080p=60frames blah blah and stay there for as long as possible?
Ajescent said:
I like these ideas actually, though obviously the music one goes without saying. How about, they start off in Atari era, get enough combos, scores, points- whatever, the game will evolve to the next level, take a hit and it will de-evolve. The aim could be to get to 1080p=60frames blah blah and stay there for as long as possible? |
I liked it the other way. Start in a hyper-realistic modern game world with one-hit death. As you do better, the main character grows the ability to perceive the world in more simplistic terms (sort of a Viewtiful Joe or The Matrix thing), resulting in simpler and ultimately retro graphics, but a greater difficulty. It also creates a kind of "shield" for the player, as every time you get hit you fall back to the previous era. You must be hit in the modern era to die.
Multiple endings depending on which era you spent the most time in to boot.

I knew it was an iphone game but this one is a platformer and only goes till 16bit
http://toucharcade.com/2010/02/24/mimeo-and-the-kleptopus-king-novel-environment-enhancing-powerups/
Mimeo MakeWork Progress Report from Shaun Inman on Vimeo.







Face the future.. Gamecenter ID: nikkom_nl (oh no he didn't!!)
Ajescent said:
I like these ideas actually, though obviously the music one goes without saying. How about, they start off in Atari era, get enough combos, scores, points- whatever, the game will evolve to the next level, take a hit and it will de-evolve. The aim could be to get to 1080p=60frames blah blah and stay there for as long as possible? |
Wait..a second..this....this... I just realized.
I can't remember which ones (or did they all?) do it, but Parappa, UmJammer Lammy, and Gitaroo man all just came to my mind. In these rhythm games, the better you do, the more awesome the music video and musical sound become - the worse you do, the worse the game's music and music video become.
Does anyone else remember this? I'm fairly certain it was UmJammer Lammy who did this (I believe when you did well enough, the entire song changed and you went into this strange drugged-out trippy state).

the_dengle said:
I liked it the other way. Start in a hyper-realistic modern game world with one-hit death. As you do better, the main character grows the ability to perceive the world in more simplistic terms (sort of a Viewtiful Joe mechanic), resulting in simpler and ultimately retro graphics, but a greater difficulty. It also creates a kind of "shield" for the player, as every time you get hit you fall back to the previous era. You must be hit in the modern era to die. Multiple endings depending on which era you spent the most time in to boot. |
So basically: start off in modern day times, the better you score/do/whatever, the worse the visuals gets but the harder the game becomes?
I like the idea of Multiple endings!
| NiKKoM said: I knew it was an iphone game but this one is a platformer and only goes till 16bit
|
He stole my idea!!! I mean sure, he has a working proto-type first and his is a platformer but mine is a sss, but he stole my idea, does he work for Sony?
http://armorgames.com/play/3955/
the game has your idea in reverse and more, like having to buy a title screen, a loading screen, a saving system and more, you get better graphics by buying them with the in game currency

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Bet reminder: I bet with Tboned51 that Splatoon won't reach the 1 million shipped mark by the end of 2015. I win if he loses and I lose if I lost.