About This Game
I was fortunte enough to meet the creators of the game at the Grand Rapids Maker Faire. They were very nice and super helpful when my five year old wanted to try it. I am happy to support some local devs.. Even at its modest price, I cannot recommend this game which feels like someone tweaked a basic 'Unity' tutorial. In fact, it feels exactly like a hastily made flash game from back in the day; lazy graphics, no "feel" to the game as such (it is hard to tell when you have been hit unless you check your status bar), very rudimentary audio design, and the most basic side-scrolling gameplay. The "growth" aspect of the game adds a little bit of depth, but it also helps accentuate how slipshod the rest of "Corbin" feels.
Violent Sol Kickstarter:
Feature Updates. Cornflower Corbin - Getting Full Hand Drawn Animation Art Pass:
We are putting some time into Cornflower Corbin and updating the art for all the sea creatures. We feel that it will take on a better life and look that matches the fun game-play if we hand animate all the sea life that Corbin is fighting through to save the day.
The one complaint we have received about the game has been the look and feel. So we made the decision to slowly update it to what we think will make it fantastic. What we are doing is hand drawing framed animations for all creatures in the game. This means we are learning to hand animate while doing this.
This is a entertaining undertaking as we have never done this before. We are used to using something like Spriter Pro to do something like a paper doll animation. This allowed us to move parts by rotating etc, but the animations don't look as alive as they could with a hand drawn animation.
Hand animation takes time and effort and we are a two man crew that is also creating a new game at the same time as this artistic pass on Corbin. So the progress will be slower, but done with care and love.
Here's a small preview of the new shark that will hunt Corbin as he swims to save his girl.
This should allow us to have more character in the game. Each creature will have multiple animations and have more feeling to them. We want this game to look like how fun and entertaining it truly is.
This is all in the early stages. Our plan is to slowly work through all the creatures currently in the game and release each level as they get done. Once the art is all finished, most likely, the price of the game will rise to reflect the amount of time and effort that went into the art pass. So now is a great time to pick the game up here at the store page
Expect at least one update per month on the Art here as things progress. Thank you for supporting our tiny little indie company, Afterthought Games, and we look forward to your input as the art begins to come together.
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