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(+2)

Pretty great level design! I really liked when I tried to make a jump but I couldnt make it because that gap was too far. I thought I was dead but the pit turned out to be a whole new section to the level.  If I could offer some constructive criticism please.

- It's hard to know when the ants will shoot their projectile as they dont telegraph their attack. So I was getting hit by a projectile often with no warning. That doesnt feel very fair. 

Possible solution: set actor sprite to the GFX of an ant getting ready to fire for a few frames before the projectile appears. That way the player will know to expect the projectile and maneuver accordingly.

I really like the intro screen to the level. That kind of polish is rare and it's a great touch. Keep up the great work!

(+1)

Hey, thanks for checking out the game!
The fire ants actually do telegraph before they shoot their fire, as evidenced in this .gif here:

Depending on which way you chose to play it, it might be harder to see on a DMG-01, considering the dark background. As more than one person had said that, I might add some more lines to indicate it is 'charging.' Thanks for the feedback!

I'm glad you liked the level intro too, obviously inspired by Kirby's Dream Land. :)

(+1)

The ant sprite changes WHEN it fires but not BEFORE it fires. The ant graphic change must occur a moment before the firing of the projectile if the ant is to telegraph its attack. 

Logic should look something like this: 

1. Ant standing sprite (wait 3 seconds, for example)

2. Ant charges sprite (wait 0.5 seconds)

3. Ant fires projectile and changes back to ant standing sprite. (Return to step 1 and repeat)

(3 edits)

Hmm, I always thought of it as the ant's eyes lighting up with the fire was it charging. Oh well.

Here's what it looks like:


(+1)

That's it! It's all about giving the player enough information to work with. The ant enemy will read better with a telegraph but you can always revert back to your original coding if you reckon it doesnt work as well. 

(1 edit)

Thanks for working that out with me. A lot of people seemed to have difficulty with it and I think that was why. I'll include this in the next build. It's live NOW :)