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Dredlockz

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Dredlockz

382

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#2  Edited By Dredlockz

Of course the core game is good, it's plant vs zombies, the main formula for the game remains faithful to its predecessor.

I worked as a game programmer making evil F2P games for 3 years. The main problem of the business model is that once you start designing games around monetization you need to start making bumps on the road to bait people into giving out money. It's called monetizing on "friction", since you're breaking player flow every time you stop and ask for money, or send the player back to grind, or wait for some timer to count down or w/e.

So basically, if your game makes money out of selling convenience to a player, it's only natural that you'll want to make the game inconvenient enough so that they would want to spend money, but not so much that they wont want to play the game. That sweet-spot is what you're talking about by saying "hey, it's no so bad". But really, that shit goes against all tenants of software engineering, user experience, game design, etc. Why should you have to grind or stop playing or have a shitty experience?

The reason is that some people can't help themselves and just spend absurd amount of money on these games, like 2% of players make a shitton of money so the other 98% can play it for free. All users are having a subpar PvZ experience so that the whales can make these guys rich, it's so dumb. But as long as people keep playing it, and buying those $99 bundles, we're fucked.

Please don't encourage people to play this :(

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Dredlockz

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#3  Edited By Dredlockz

Tricky forum question, it's easy for people to just tell you to buy the one they got to validate their own decision.

As someone who has both systems, I think I can give you some of my most significant pros on each.

Vita

  • Superior online services: Specially if you already own a PS3 and have PS Plus, the shop is pretty good and straightforward, nintendo is surprisingly bad at the internet, still. Also, you can play your PS3 games from your vita through your wifi network.
  • The sticks are better, and there are two of them. I also got Nintendo 3DS extra joystick extension, not a lot of games support it, and the layout is subpar to that of the Vita.
  • Lots of indie love. Spelunky, dive kick, hotline miami, eventually terraria, fez, lone survivor, etc.

Nintendo 3DS

  • Clam design is great, you don't need an extra case for it. And pausing games by closing the thing is snappy and immediate.
  • Dual screens make for some interesting gameplay, and nice UI paradigms (having the map, stats, etc on one screen and the game on the other).
  • fun Meta-games. Street pass is an incredibly good retention feature. If I don't have games to play on either, I'll still bring my 3DS with me to street pass with random dudes.
  • The 3D is actually pretty cool, even if it is a gimmick. Vita's gimmicky back-panel touch thing is pretty much unused, at least I've never used it.
@oldenglishc said:
@zaccheus said:

and haven't even touched Valkyrie Chronicles 2, which was the biggest reason I bought a Vita.

Prepare yourself for crushing disappointment.

Haha, yeeeeep :'(

Happened to me as well. It was one of the reasons I got a Vita, basically Persona 4, ogre tactics, muramasa and VC2.

Currently it's a Spelunky machine, think it'll be that for a while, that games is so gud!

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Dredlockz

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#4  Edited By Dredlockz

This game is amazing, even the simple act of changing difficulties gave me a bit of insight. It proved Maslow's hierarchy of needs perfectly; everyone gets screwed if that means providing the most basic needs for my family, but once those needs are secured (by the easier difficulty crutch), I was like mother fucking teresa in there, taking citations to help everyone out.

Loved it.

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Dredlockz

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I'm so heartbroken by this,

I've had distant relatives die before, and I thought maybe I'm broken because I would never feel... anything.

But when I heard about Ryan's death, a man that has made me laugh out loud constantly, for hours, every week for the past two years. A man I admire so much, and that you can feel something is not right when he's missing...

It was too much, I spent all morning sobbing uncontrollably. That's what "loss" feels like, I guess. Won't hear those words "hey everyone it's tuesday", ever again. :(

RIP duder, changed my life, and attitude towards games. I will never forget.

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Dredlockz

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#6  Edited By Dredlockz
@baillie said:

@zidd: Really, the AI can't alert enemies? I am sure I am sitting in a place when Tess has come running over and then randomly shoots an enemy. All the while I haven't moved. I don't know what that says... I know I've been caught at times, but this has happened a few times. I'll figure this out later.

Yeah, and also Ellie grabs a brick and throws it at an enemy yelling "HEY ASSHOLE" sometimes. Usually it's once you've been caught already tho, restealthing is hard because of this.

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Dredlockz

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#7  Edited By Dredlockz

@patman99:

Yeah, I noticed that the parts when you walk into a room and the doors are being pounded in all directions and everything gets hectic are the best parts.

I'm glad you think it's fun, it's real important to me that the basic core gameplay is fun before building on top of it.

I want to add a "town map" to it, so you are navigating through houses in town (talked a bit about it in the dev diary thing) . Also more furniture and room variety, different enemy types and AI, maybe some survivors and shops, some persistence and actual progression.

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Dredlockz

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#8  Edited By Dredlockz

One last bump before I head for bed :3

All feedback, good and bad is welcome and helpful!

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Dredlockz

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#9  Edited By Dredlockz

@development: Thanks!

I made the whole game play in a 128x128 screen, pixel-perfect. It was part of my personal "challenge", so you're actually seeing it scaled twice already. The normal chrome zoom works if you want to see it bigger. If I make it into a full-fledged thing, It will definitely run full-screen. :)

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Dredlockz

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#10  Edited By Dredlockz

Hey duders,

I made a prototype for a game concept I have in the works, I'd love to know what you think about it, and if it has potential to eventually become a full-fledged thing. You can play it in your browser right here. (Works best on Chrome).

It got a really nice review from IndieGames.com, I kept a development diary of the prototype too.

I know, I know, I went for an oldschool retro pixel graphics just like everyone and their moms does nowadays, but it's an art style I can pull off considerably well.

You can move with keys or WASD. You aim your gun with Shift. That always seems to confuse people, I think I should change the up arrow to a "Shft" or something :/

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