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Author Topic: Dream Grid  (Read 1279 times)

liero116

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Dream Grid
« on: October 06, 2014, 07:46:10 PM »
Hello everyone!

I'm proud to finally be able to show this.  My game "Dreamgrid" is now a playable demo.  Check out the trailer here:

https://www.youtube.com/watch?v=8CXZQEmNUrg

It's a very old-school feeling platformer made entirely in Playmaker.  I am considering releasing the framework I created on the asset store at some point, but for now; I also have playable demos for anyone who is interested:

Windows : http://goo.gl/fr59BE
Mac : http://goo.gl/5xew6g
Linux : http://goo.gl/XTGcw9

If you like what you see, and you're a Steam user, help me out by voting "yes" on my game's Steam Greenlight page ( http://steamcommunity.com/sharedfiles/filedetails/?id=323116106 ).  Doing so will help me get one step closer to getting this project off the ground.

Fair warning:  the game is not perfect and there will likely be some bugs here and there.  I doubt it's anything game breaking, but expect some mild strangeness.  Also, the game is not easy; especially when you get to the boss area.  So if you're up for a challenge, please, check it out and let me know what you think!

Thanks everyone!

jess84

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Re: Dream Grid
« Reply #1 on: October 07, 2014, 09:13:46 PM »
Love the art style and the vfx - looks really well made!

One suggest for the trailer; Maybe consider shortening it by removing some of the repetitive sequences (e.g. making the jumps across the floating platforms, there seems to be a lot of that that looks identical - I think 3 instances of that in a row).  Nearly 3 mins is pretty long, I think cut down to 60-90 seconds would have more impact if there weren't repetitive sections.... it kinda distracts from how lovely it looks.

But, that's just an opinion.

liero116

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Re: Dream Grid
« Reply #2 on: October 08, 2014, 10:21:30 AM »
You actually have a good point.  I think I'll cut a new trailer tonight.  Thanks for your input!

coffeeANDsoda

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Re: Dream Grid
« Reply #3 on: December 28, 2014, 07:09:14 PM »
Took a quick look at the trailer, how does one pull off the whole walking on walls concept in playmaker?