Nirvana Pilot Yume Promo

Nirvana Pilot Yume Promo

by Dev9K
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Nirvana Pilot Yume Promo

평점:
3.0
출시일: September 03, 2017
최종 업데이트: October 21, 2017
개발자: Dev9K

Nirvana Pilot Yume Promo의 태그

설명

80년대 애니메이션에서 강하게 영감을 받은 레이싱, 신스웨이브 비주얼 노벨 어드벤처입니다. Nirvana Pilot Yume는 구원의 이야기입니다: Alba Proxima 최고의 파일럿 자리를 되찾고, 잃어버린 사랑을 다시 찾으세요! 울트라 엔진의 엄청난 속도를 마스터하고, 각 레이스 사이의 스토리 이벤트에서 선택을 하며 이야기를 진행하세요.

플레이 방법

비주얼 노벨 조작: 마우스. 레이스 조작: A: 왼쪽, D: 오른쪽, S: 브레이크, 스페이스: 점프

댓글

0/1000
zordax avatar

zordax

Sep. 04, 2017

2
0

Great game. Nice story (I got after one minute) and nice visuals. Only con : tooooooo short.

Dev9K
Dev9K 개발자

Thank you Zordax! This is just a preview of the game, which will be muuuch longer :) Stay tuned for news!

hercludes avatar

hercludes

Sep. 04, 2017

2
0

I'm going to put emphasis on critique as this isn't a complete product. Half of the game is spent loading. The ship controls are very slidy and the jumping is unresponsive after you have landed. You haven't shown any fun gameplay mechanics, the obstacles are all rectangles, and there's nothing visually interesting about the levels. I imagine since this is a visual novel, if you were to put emphasis on making the levels visually interesting then it might do better. Personally, if the environment were crafted from procedural raymarched signed distance fields, this would make me much more interested in this product. Good luck nonetheless.

Dev9K
Dev9K 개발자

Hi! Thanks a lot for your feedback, critiques are very useful for us to work on weak spots :) In terms of mechanics, we are working on moving obstacles, explosive track areas and flickering areas. What do you think about it? And what addition would you like to see? Regarding the jump, the idea is that you can't jump continuously, otherwise you could just jump-fly over holes. How would you improve that? Maybe an animation of the ship bouncing when landing? Thanks!

petesahooligan avatar

petesahooligan

Sep. 05, 2017

1
0

I would love to see more developmental attention put to the level and gameplay action. The racing activity is the core of the game. While I like the dialog, there's too much of it and it seems irrelevant to the gameplay. Tying these two together might improve this... perhaps the track design reflecting your dialog choices. More importantly, there should be more interactions with the racing portion of the game.

Dev9K
Dev9K 개발자

Hi, thank you for your comment! We plan to put more emphasis on the Nirvana Sinc mechanic: during the story events you'll have more choices that have an effect on it. This will impact straight on the races making them more difficult or less difficult. What do you think about it? Do you have other suggestions?

ded_banzai avatar

ded_banzai

Sep. 04, 2017

1
0

The start was great, but the laggy controls kill it all...

Dev9K
Dev9K 개발자

Hi! I'm sorry about the trouble with the controls. Can you please elaborate more on what was the issue and how you would propose to improve it? Thanks!

KaisarDragon avatar

KaisarDragon

Oct. 24, 2017

0
0

If you are going for visual novel, you'll need to work on that writing. The exposition was sudden and jarring. This is ignoring grammar, sentence structure, etc. You dumped a lot of info in a little amount of time. What we didn't get was how our character was supposedly the best. From the journalist, all we saw is our failure and how we never properly trained. If it had been 10 years of inactivity after a fatal accident, why the hell would Yume want the character as an Eye? The gameplay I assume will be polished over time. If you want people to care about these races you'll need to work on that story. I know people are telling you gameplay is the key ingredient, but you only need to cinch that once. The linking story is what you are presenting. I want to know why I am racing.

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