Thing the first: We needed to prototype some mechanics and it is much faster in pixel art and we can get much better feedback as the pixel art version is publicly playable. Thing the second: We feel like the pixel art version is a bit short of being a satisfactory play experience, and if we are to use it as marketing for the final version of Broforce (which we're now thinking of as "Super Broforce"), which we have been doing, and as the final release of Broforce is a ways away, it makes sense to improve upon the pixel art version.
Thing the first: We needed to prototype some mechanics and it is much faster in pixel art and we can get much better feedback as the pixel art version is publicly playable. Thing the second: We feel like the pixel art version is a bit short of being a satisfactory play experience, and if we are to use it as marketing for the final version of Broforce (which we're now thinking of as "Super Broforce"), which we have been doing, and as the final release of Broforce is a ways away, it makes sense to improve upon the pixel art version.
Both of the pixel art styles are amazing. The only thing is that the new characters lack some detail in the shoulders. But the new environment looks really good, though the tiles may look too messy. But, still, THIS IS SO COOL!
I like the new one, although the outline on the old one makes it read better on some of the backgrounds (especially the vs. screen, where the values of the background seem too similar).
(are you guys quoting with some automatic button or typing it all manually?)
I thought it was the evolution of the pixel art style, which to be honest I prefer the older style...
I thought he was just being funny :) And I do like the new pixel style better. Not sure if the white eyeballs work for me though (both on the pixel art and the full-fledged art), they all look possessed (already under Satan's influence! Plot Twist!)
I'm kinda confused, if you guys are working on a new graphic style completely, why work on the pixel art version's art at all? Or are these just downpixeled versions of the higher res new art assets to come?
This is very cool. Well done! I especially like the guy using a nuke as a hang-glider. The size of his beard and weapon certainly gives us all something to aspire to.
One minor gripe: the guy on the right who looks a bit like Kevin Costner from Waterworld seems to be a bit sad.
Got to ask. Not that the poster isn't looking awesome, but any reason why they don't look SO much like who they are representing, like it is in the game. I mean, it is clearly Arnie, Rambo, Snake and Chuck, but your ingame avatars is much more clear on that. A much closer comparison is what I mean.
Your last preview video gave me a strange smile. You know, the kind of smile yo can't get off your face for hours. Your pixels are gorgeously manly, and i love it. Keep up the good work guys ! :D
Oh and yes, don't forget that Bros always drive cool trains/planes/boats/rockets/bicycles.
My brothers (haha BROS) and I are huge fans of the game!! We've played through the brototypes way too many times! Hope all is going well and another brototype will be up soon! We try to get everyone we know on Steam to upvote and favorite the game. We'll definitely help find bugs also! Really like the new art design stuff, as far as pixel version versus new art style, they both look great and have their own unique appeal, but if the gameplay is as awesome as, or even more badass than, the early brototypes it won't matter a bit either way!!
My only personal gut feel crit would be that in game, in all that cray action, the hero sprites don't "pop" out very much from the billon enemies. In most intense action games like this that I've played, the player avatars always have something to make them stand out a bit in a crowd, either stylistically in their sprite design, or via some wall-breaking 2D/3D UI mechanic.
Maybe you could try adding a slight 1-4px glow outline on the heros (To Throb or not to Throb... that is the question...), with a different color per player (ie. Gauntlet / Majicka Yellow/Green/Red/Blue) which might make the MP gameplay also a bit less needle-in-the-hay too :)
The XBox Spelunky added a very heavy drop shadow behind their playable characters to make them pop. It was kind of hideous, but it helped players track their avatars. (Although multiplayer Spelunky is very far from the pinnacle of co-operative design).
We have particularly big problems when there are 4 players on screen, particularly since our characters are even smaller than in Spelunky AND the gameplay is 10 to 17 times more chaotic . I doubt we'll ever perfectly solve the problem, but I agree we could be doing better in that area.
Comments
As we speak, I am mildly intoxicated, and am downloading the latest version. Yay :D
We'll have some more brototype gameplay soon.
Thing the first: We needed to prototype some mechanics and it is much faster in pixel art and we can get much better feedback as the pixel art version is publicly playable.
Thing the second: We feel like the pixel art version is a bit short of being a satisfactory play experience, and if we are to use it as marketing for the final version of Broforce (which we're now thinking of as "Super Broforce"), which we have been doing, and as the final release of Broforce is a ways away, it makes sense to improve upon the pixel art version.
I don't get what the lower resolution characters are for (eg, the left vs right pic)
But, still, THIS IS SO COOL!
I LOVE THAT MECH <3
wana see if I can get 10 of the avatars polished in a day and a half or so...
Like the skulls in the 2x2 blocks, nice detail :)
One minor gripe: the guy on the right who looks a bit like Kevin Costner from Waterworld seems to be a bit sad.
Oh and missile hanging chuck = win.
Bit that looks damn awesome!
You have to make Turkish Chuck Norris a bonus character in Broforce. All he does is scream and punch things while nothing happens.
Here he is again in Turksih Jaws:
Your pixels are gorgeously manly, and i love it. Keep up the good work guys ! :D
Oh and yes, don't forget that Bros always drive cool trains/planes/boats/rockets/bicycles.
CARBON FIBRE!
CARBON DISCS!
CARBON NEUTRAL!
Can't wait. I just can't.
My only personal gut feel crit would be that in game, in all that cray action, the hero sprites don't "pop" out very much from the billon enemies. In most intense action games like this that I've played, the player avatars always have something to make them stand out a bit in a crowd, either stylistically in their sprite design, or via some wall-breaking 2D/3D UI mechanic.
Maybe you could try adding a slight 1-4px glow outline on the heros (To Throb or not to Throb... that is the question...), with a different color per player (ie. Gauntlet / Majicka Yellow/Green/Red/Blue) which might make the MP gameplay also a bit less needle-in-the-hay too :)
We have particularly big problems when there are 4 players on screen, particularly since our characters are even smaller than in Spelunky AND the gameplay is 10 to 17 times more chaotic . I doubt we'll ever perfectly solve the problem, but I agree we could be doing better in that area.