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Author Topic: Overgrowth: Ninja Rabbit Combat (Alpha)  (Read 40320 times)

Vattic

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Re: Overgrowth: Ninja Rabbit Combat (Alpha)
« Reply #15 on: April 14, 2010, 02:20:36 pm »

I pre-ordered this long ago after playing Lugaru. I'm really looking forward to playing it.
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HonkyPunch

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Re: Overgrowth: Ninja Rabbit Combat (Alpha)
« Reply #16 on: April 14, 2010, 03:00:53 pm »

I like that the John guy, you know, beard guy with static-face syndrome, well, it seems his sole purpose is to make a fool of himself for marketing reasons.
Awesome.
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Cthulhu

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Re: Overgrowth: Ninja Rabbit Combat (Alpha)
« Reply #17 on: April 14, 2010, 03:28:16 pm »

I am not a furry, I'm not a scaly, I'm not a slimy.

I am attracted to humans, and humans only.  Only reason I'm Cthulhu is because FORUM MADNESS
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Aqizzar

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Re: Overgrowth: Ninja Rabbit Combat (Alpha)
« Reply #18 on: April 14, 2010, 03:34:31 pm »

I like Lugaru, but it felt kind of flat to me.  It reminded me of Oni with a ragdoll engine, which should have been awesome but somehow wasn't clicking together that well.  I didn't get very far though; I remember having technical issues or something.

I am not a furry, I'm not a scaly, I'm not a slimy.

You're not going to like my GURPS Bunnies & Burrows pitch then.
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Ozyton

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Re: Overgrowth: Ninja Rabbit Combat (Alpha)
« Reply #19 on: April 14, 2010, 03:39:42 pm »

Remember, Lugaru was made (pretty much) by one person in... less than a year I think (I think it was a summer project?) and I believe all the source code has been lost so there can't be updates...

EDIT: I also forgot to mention that I agree with Aquizzar that Lugaru was lacking in a sense... can't really explain it though.

Bunnies ampersand Burrows hmm? Sounds kinda interesting.
« Last Edit: April 14, 2010, 03:41:54 pm by OzyTheSage »
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Soulwynd

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Re: Overgrowth: Ninja Rabbit Combat (Alpha)
« Reply #20 on: April 14, 2010, 04:14:49 pm »

It was lacking a 32 players deathmatch. =p
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Sean Mirrsen

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Re: Overgrowth: Ninja Rabbit Combat (Alpha)
« Reply #21 on: April 14, 2010, 04:34:45 pm »

Otherwise, Lugaru gave us the very satisfying feel of having someone punted twenty meters into a wall by a jump-kick. It'd be my favorite attack even if it wasn't the most powerful. :)
In general, the combat in Lugaru feels right in a lot more ways than it feels wrong, which is a rather good quality. I'm looking forward to Overgrowth, seems even more exciting.
The alpha-version video about movement made me laugh.
"You wanna hear a joke? So, the rabbit walks into the bar... *thunk*" :D
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Solifuge

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Re: Overgrowth: Ninja Rabbit Combat (Alpha)
« Reply #22 on: April 15, 2010, 10:23:59 am »

The alpha-version video about movement made me laugh.
"You wanna hear a joke? So, the rabbit walks into the bar... *thunk*" :D
God, I cringed when he ran into the butt end of the post face first...


Lugaru was a pretty solid experience for a simple game. The combat is frustratingly difficult, but not because of programming issues, but on my own lack of skill. I think more physical tells before enemy attacks would have been a nice touch, so you could better counter. It reminded me of many of the old NES games that only used 2 buttons, start, select, and the D-Pad, and yet provided a great degree of character control. Crouch+Move= sneak. Let go of that to dash on all fours. Hit crouch from a run, and you roll and go into a sneak again. It gave stealth movement a lot of fluidity and control, with only 1 button.

I really liked the ability to intuitively combine moves and such. Handspring over a fallen weapon and you can pick it up in mid-spring; flip in mid-air and you can hurl a knife; sneak and attack an opponent for a Coup de Grace; etc.

The presentation and story left something to be desired, but I thought it was a pretty solid, simple game worthy of kudos.
« Last Edit: April 15, 2010, 10:25:42 am by Solifuge »
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Cthulhu

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Re: Overgrowth: Ninja Rabbit Combat (Alpha)
« Reply #23 on: April 15, 2010, 10:38:27 am »

Yeah, but throw and knife-pull is overpowered.

I killed the Wolf King (You know, the final boss or whatever) by throwing a knife at him, knocking him down, and pulling the knife out.
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fenrif

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Re: Overgrowth: Ninja Rabbit Combat (Alpha)
« Reply #24 on: April 15, 2010, 11:04:34 am »

When i used to religiously watch gametrailers they posted a few videos up of this, and knowing nothing at all about the game, or the devs, i was impressed by how much passion they had for the game. The videos themselves were barely more than tech demos of the basic game engine, but it really seemed like a labour of love on the part of the devs.

I'll definatly be checking this out when its released, since I'm of the opinion that people who enjoy their work always make better stuff than people who just do it as a job.
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Kagus

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Re: Overgrowth: Ninja Rabbit Combat (Alpha)
« Reply #25 on: April 15, 2010, 12:17:57 pm »

Lugaru can be excused for its rabbity characters by how frikkin' BRUTAL it is.

Spine-crushing stealth moves, the ability to slash someone just enough so that they eventually bleed to death while trying to follow you...  It's all good.

I was expecting a little more from the Lugaru system than just "PRESS SHIFT TO NOT DIE", but getting the timing down on that particular button-like keyboard appendage was tricky enough as it was.  I don't think I needed anything else.

Also, you could quite effectively cover the distance while sneaking by just repeatedly rolling towards someone.  Apparently, doing that doesn't make any noise.

The silence doesn't help you if you happen to roll into the back of someone's legs though.  Boy was my face red.


I'm quite interested in seeing how Overgrowth plays out.  I like how they're trying to add a little more fluidity to the game, and making the movements as dynamic as possible.  And, of course, Bun-Fu.

I'll be keeping an eye on it.

Carrion

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Re: Overgrowth: Ninja Rabbit Combat (Alpha)
« Reply #26 on: February 09, 2011, 03:42:04 pm »

Resurrected.

How are the alphas?  Presuming that some of you have pre-ordered it.  I've been following it for a while and it seems to be fleshing out really well.  I just can't justify the price yet.

If you haven't already, check out the comic:  http://www.wolfire.com/comic#1
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Soulwynd

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Re: Overgrowth: Ninja Rabbit Combat (Alpha)
« Reply #27 on: February 09, 2011, 03:48:35 pm »

Hm, I was hoping the story wouldn't be as depressing as in Lugaru, but I guess I was wrong. At least the combat should be cool and challenging.
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Carrion

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Re: Overgrowth: Ninja Rabbit Combat (Alpha)
« Reply #28 on: February 09, 2011, 04:14:13 pm »

It's very brutal, to say the least.  I like the atmosphere, depressing though it may be for you, I think it adds a lot.  If it were just anthropomorphic creatures fighting over... uh, princesses or something, without adversity or graphic depictions of said creatures being crushed under boulders, I probably wouldn't care as much.  Honestly, the combat is an afterthought for me.  I prefer engaging and genuine-feeling plot and setting firstly.
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MC Dirty

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Re: Overgrowth: Ninja Rabbit Combat (Alpha)
« Reply #29 on: September 27, 2011, 10:30:40 pm »

Now, I do realize this is Necro, but this seems to be the only Overgrowth thread on here, so let me put this out right now:
Overgrowth now has multiplayer!
Sure, it's only local and 2-player and currently the first player controls the camera, but there is still freaking multiplayer!

Also, the game looks absolutely gorgeous now. If you watch the Art Asset and development videos, you'll see just how comitted everyone is to making an absolutely great game. What I found especially impressive was that a weapon could be made of a number of different materials and you get different sounds, different interactions with ground and different physics for them.
The parkour part of the game is so incredibly cool. You can already do so much stuff.
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