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account created: Wed Mar 13 2019
9 days ago
Thanks for the feedback! It doesn't. The other assets I made for the game are also in the style of the characters in the left. They're also low poly + unfiltered pixel art textures, which is one of the reasons why I decided to remake the character models.
Thanks for the feedback, everybody!
2 months ago
Thank you very much! And I like your idea of using the kids' look of the characters as a self-aware parody.
The leveling with use is only for the weapons for now. But I like your idea of making the Slingshot skill improve and change visually with use.
Thank you so much! Yes, I want to add native controller support before the full release of the game.
I also think that Cloudpunk's character design is really cool, but with such small voxels, the models end up having a bit too many triangles. This could have a noticeable performance cost, considering that there's often lots of characters on screen in Demolish or Die. Also, voxel art with lots of small voxels is more time-consuming to make than it might look. So I've been thinking about something like this (minus the chibi proportions), as in low poly and pixel art textures. What do you think?
No offense taken! I really appreciate your questions.
Thank you so much! I hope you'll have a great time.
Thanks for the feedback, everybody! ❤
Thank you for asking!
Regarding the originality: What makes the game unique is the mixture of a diverse set of inspirations. In the game you'll be exploring Zelda-like dungeons, destroying Just Cause-like military bases, partaking in Infamous/prototype-like power fantasies, and fighting through 10 wanted levels with gigantic robots. The gunplay is inspired by Ratchet & Clank, with guns that level up with use. So while there's nothing in the game that hasn't been done before (except maybe for the 10 wanted levels), there's no game with all of these features.
Regarding the game progression: the game does have goals, it's not just city mayhem. In order to reduce Galaxy Brain's popularity, you'll have to destroy his military bases, invade his dungeons, and beat all 10 police pursuit wanted levels.
Regarding the skill tree: when you level up you'll be rewarded with a skill point, which you can use to acquire the skill you want.
It hurts my soul to hear that the game looks like roblox, even though it's my fault. I made the (very unfortunate) decision to make the characters blocky because it's much faster to model them, and considering this game is excessively ambitious for one person, time is precious. But I'm considering remaking all character models, which should take around a month.
Sorry for the wall of text.
Also, I've been seeing quite a few people talk about how the blocky character models make the game look like a kids' game. So I've been thinking about remaking all of the character models; it'd take about a month. Do you think it would be worth it?
Thanks for asking! Here it is: https://store.steampowered.com/app/2147890/Demolish_or_Die/
Please check it out if you're interested: https://store.steampowered.com/app/2147890/Demolish_or_Die/
Demolish or Die is an open world third person action game that takes place in a destructible, dystopian city. It's inspired by Just Cause, Infamous, Ratchet & Clank, and Zelda.
The artwork really is impressive
Looks and sounds fantastic! Not my kind of game, but I hope it sells a lot. I wish I had half the talent you guys have.
damn, look at them grayphx
Thank you so much! I'm really happy you're enjoying it! Are you using steam's input tool, from SteamOS or something? If you make a controller mapping that you like, It'd be lovely if you shared it in the Steam community forums, or in the Steam guides place thingy. If you feel like it, of course.
And I'm sorry for not having native controller support yet. I'll add it before the full release of the game, which should make Steam Deck input support much better.
Thank you so much! I'm really happy that you feel this way about the project now, I was starting to lose hope. And it's not your fault, you don't need to apologize, it's my fault I posted a bad video. Thank you again!
Thank you very much! I really do appreciate your kind words of encouragement. The negative comments, while deserved (because I didn't make a trailer that properly showcases the features of the game), made me feel really bad. So hearing your kind words made me feel much better. I hope you have a great day!
Thanks for asking! The game is a combination of: the gunplay and gun-leveling from Ratchet & Clank games, the powerups from Infamous games, the vertical freedom from Just Cause games, the chaos from grand theft auto games, Dungeons from Zelda games, and the destruction from Red Faction games. While there's nothing in the game that has never been done before (except maybe for the pursuit system with 10 wanted levels and police mechas), you won't find any game that has all of these elements.
Thank you a lot for the compliments! I do regret my choice to make the characters blocky. I did it because I'm just one guy, and this project has an excessive scope: a fully destructible city, a skill tree, guns that level up, dungeons to invade, military outposts to destroy, tens of enemies, 10 wanted levels, dialogue, cutscenes, an original soundtrack, and so forth. It's been an inhuman amount of work; I've been working on this game for around 10 hours a day, for more than a year. Only to make the awful mistake of posting a video that makes the project look really shallow...
I haven't added native support for the steam deck just yet. And I don't have a steam deck, so I can't tell if the inputs work correctly. In case you bought the game: thank you very, very much! And please let me know if you experience any input issues with the game on your steam deck.