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Re: MightyKnight (WIP)

PostPosted: Sun Aug 11, 2019 3:51 am
by Captain J
Looks very impressive and retro-esq TC. The Graphics are mostly pixelated, but it's still violent enough to enjoy slaying the Enemies. And speaking of Enemies, i think they have Warhammer 40k's Space Marine Voice clips! That's very hilarious. Also the various taser death animations are hilarious as well! Some of them literally drops the whiz after electrocuted.
Spoiler: and of course, here's my feedback. Hope they're helpful for ya!
And that's about it. Looks absolutely promising!

Re: MightyKnight (WIP)

PostPosted: Fri Aug 23, 2019 1:50 pm
by Waru
Hey Dude! Thanks for feedback :).

In the demo v1.2 version fixed a lot of things.

Here the upcoming "Advanced Demo v1.2" Trailer Check this out :)

ADVANCED DEMO V1.2 TRAILER:
https://youtu.be/OeQDwAq9OPQ

Re: MightyKnight (WIP)

PostPosted: Wed Aug 28, 2019 3:42 pm
by ZDL_800
Looks awesome!

Re: MightyKnight (WIP)

PostPosted: Mon Sep 16, 2019 12:27 pm
by EddieMann
I've got some sounds for you to use, them's some impactful whack/impact sounds for punching, melee or the like. I'm sure you can find a good use for them!
It also helps to take inspiration from flash games like Dungeon Cleaner - perhaps you can input a strife-esque flamethrower weapon to replace the plasma rifle in here?
Also, everything could benefit from being a little faster and having more "oomph" to it.

Re: MightyKnight (WIP)

PostPosted: Sat Oct 05, 2019 9:12 pm
by Inkubus
Hello, I found a secret that required a few switches around a big room in the second level. I assume the glowing green doorway is for a secret level that is not yet implemented?

Re: MightyKnight (WIP)

PostPosted: Sun Oct 06, 2019 4:11 am
by Waru
Inkubus wrote:Hello, I found a secret that required a few switches around a big room in the second level. I assume the glowing green doorway is for a secret level that is not yet implemented?


Congratulations. :) Yes, it's the entrance to a secret level. Available only in the final version.