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Videogame Mockup Animation

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Final animation project for class I did in all this summer, videogame mockup animation of an idea I got long ago. I thought it would be awesome to try to do this and see what would come next, and it was trully harder than I expected.


The game is a turn-based card game, when you also have to dodge projectiles like a bullet hell. Victory is achieved when you hypnotize the enemy instead of killing, to do that you need to weak them until they become tired.


I'd like to continue this being a real game, but at this time I don't have the enough money and experience to develope this, not talking also that this development would last years and years. In conclusion, too big for now, I need to start with more tiny projects.


I want to thank to all my friends that supported me specially the ones that I kept in contact in Discord.


Also thanks to Jan for the awesome OST I commissioned from him, check out all his amazing work! https://soundcloud.com/memowave/tracks


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Well I hope you do end up making this a game, I'd pay for this, which is better than most!

Slay the Undertale, AMAZING! I really want this!
My thoughts: I think the player should receive at least 1 point of unavoidable damage when attacked and then the total damage is applied after the bullet hell section(bhs), in fact I think the bhs should be triggered when the attack makes "contact", and it could be avoided with a dodge mechanic, which would be different from a mechanic that negates the damage on contact but still triggers the bhs.
Also, imagine all the possible mechanics inside the bhs. 😍

This looks amazing, this should become a video game

Would play, turn based games are often neat but I hate the concept of unavoidable damage. Enter things like this concept and undertale, and bam, a good time.

Cool concept anyways, for sure, and nice animation.

Undertale crossed with a trading card game (with a possible dash of old-school Paper Mario)? I dig it. You NEED to get in touch with some indie game developers.

Criticisms:
- The player's hand of cards blocks the view of the enemy's health (fatigue?) bars. Consider relocating the latter from the bottom of the screen to the top, as there's less going on up there.
- There's no indication that the player is choosing which enemy to attack, although that choice is almost definitely being made (and being unable to make it would be frustrating). Here's how I'd fix that: instead of just sliding the card up, the player would drag-and-drop the card on top of the enemy they want to hit (or the protagonist in the case of buff/heal cards like Wostro Magic). Of course, for maximum user-friendliness, there would need to be some visual indicator (e.g. a highlight on the enemy) when the card is in position to be dropped.
- The bullet hell segments look like something out of RPG Maker, which clashes too much with the rest of the visuals.
- The protagonist's hitbox during the bullet hell segments is unclear.

Also, one last thing: considering the main and possibly only method of attacking and defeating enemies consists of playing cards, I REALLY hope those cards aren't consumed when played (e.g. you can reuse them in future battles without having to restock). Paper Mario: Sticker Star and Color Splash got a LOT of flak for doing something similar.

AlcaNG responds:

Thanks for taking your time to write this :D But I must say that ALL those things you've said are something that I already knew, I'd like to fix them but I was running out of time, also, this is just a mockup for class. If someday I make a true videogame dont worry, I'm aware of this ;)

Credits & Info

Views
2,345
Faves:
38
Votes
166
Score
4.12 / 5.00

Uploaded
Sep 5, 2020
2:34 PM EDT
Genre
Action
  • Daily 2nd Place September 6, 2020