This plays and feels brilliant, but after trying for quite a while I still couldn't figure out the mechanic. I imagine it's a really good game when you get it, because the weight and response to everything is 100% there...
#21
Posted 18 March 2013 - 10:09 PM
#22
Posted 18 March 2013 - 11:04 PM
Thanks for the compliments! I have spent a lot more time on making it feel nice than the mechanic, but I'm trying to fix that now! It's changing quite a lot in terms of gameplay but I have a feeling i'm finally on a right track with this latest build
I'd love to hear if you pick it up better than the last build you played!
#23
Posted 19 March 2013 - 03:44 AM
my high scoer is eight.
#24
Posted 19 March 2013 - 03:49 AM
its 13 now
#25
Posted 19 March 2013 - 04:17 AM
im playinjg this compulsively despite having an online exam due within 25 minutes urgh.
#26
Posted 19 March 2013 - 05:06 AM
#27
Posted 19 March 2013 - 05:33 AM
33. i like ur game : )
#30
Posted 19 March 2013 - 01:45 PM
#31
Posted 19 March 2013 - 10:17 PM
i was gonna leave this alone (i.e. i didn't play it (because im dumb)) in hope you finished coffee mafia but w/e this rules too. only got 9 so far.
#33
Posted 21 March 2013 - 09:46 AM
you can really run this to the ground with certain tricks tho, i pr much completed levels to the point the game crashed. i like that those tricks exist tho. here's some sugg for higher levels:
- increase the lenght you have to go down before the flip occurs and fine-tune that. this way higher flips have higher difficulty.
- also consider putting in specific dungeons:
eg. a dungeon that's FILLED with bombs (death level) etc so that you can A. have more fun with the physics + domino-effect B. hard difficulty to pass thru that level but if youre good, it means lotsa extra time... C. also make it that if you try to skip it from sides (i like this feature btw), it keeps repeating the specific level until cleared. I'm pretty sure you can design each trap level so that the domino effect doesn't just run rampant through the entire level (unless accidentally moves into next "room")
another eg: put in a MAZE level that you have to clear out. i think it might work suprisingly well on this gameplay cos when you go down, sometimes the random generation makes "pits"/dead ends so you quickly have to return back up with shotgun. this happens because of limited visibility.
you can really just put in anything to specific dungeons. this way the game's meta becomes more focused on optimizing time increasing on higher levels (as some of the random generated drops/dungeons have either more limited traps or they're more sparsely spaced than in close vicinity) for specific dungeons because you'll never know exactly when one and what kind might appear.
- since some elements of the game are unbalanced, it actually results to nethack-like conscience that "this playthrough is just not optimal for me this time around" and "this time i got lucky" which i think is kind of neat.
- hmm, how about you spice things up - could you code it that when the flip occus, whatever bomb/effect/etc happened in the previous screen prior to flipping STILL affects you when you flip? which would result to funny situations of AAA ALMOST FLIPPED MYSELF TO FLAME TRAP *quick shots with shotgun to right saved his ass*. this would naturally mean that the effects/trap explosions etc are frozen in position/place tho.
- start putting spike traps on highers levels so that you have to be more mindful/trigger happy/ready with dropping. after 300 turns or so the entire levels are filled with spikes....
barf.
#34
Posted 21 March 2013 - 05:36 PM
These are some cool and interesting ideas! Thank you a bunch of thanks, mr bonz!
Some of these won't work so well (or can't...) with what I already have planned, but a couple of these things I definitely want to try out, especially expanding on the unbalanced portion of it.
Unbalance in a game is a great thing really because it can then generate a difficulty curve that is at times exciting, then it gets easier and calmer for a bit then more exciting, which is much more interesting than if it just got more and more difficult.
#35
Posted 21 March 2013 - 07:20 PM
127 rotations. also i thought the screen blacks out - bug was at when you got 64-67 seconds in bank but it happened again at 33 seconds. 1|\/| 4 \/\/007 h4XX0r 6466y...
#36
Posted 21 March 2013 - 08:08 PM
its because of some really fucking terrible memory management on my part. i have a newer build where i fixed it i didn't realize i hadn't posted it.
there are also a few other changes because i'm messing pretty hard with the game design right now (for instance a maximum 10 seconds)
127 rotations is pretty crazy dude!
#37
Posted 27 March 2013 - 05:46 PM
hey wow its pretty difficult again :<<< but lots of new cool things! and underwater section! a weird noise section!
#38
Posted 04 April 2013 - 08:53 PM
Nice... this is really cool.
#40
Posted 04 April 2013 - 09:17 PM
new build! new build! new build!
the new build contains tons more content and distinct level progression. it gets v difficult by the end, i'm just hoping the start is easy enough for people to get into.
i'm thinking of submitting this to indiecade. contemplating whether i can afford it/whether its worth it.
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