Was originally going to be a boss fight, but I ended up canning it. Didn't want to waste it so I put it there. Kind of wish I didn't now since I've heard some people mistake it for "the skull" that is mentioned when you collect the missing skeleton parts, when I actually mean the smaller one from the beginning of the game.
Recent community posts
There isn't a forum because itch doesn't let you have a comments section and a forum, and I think a comments section is more fitting for now. We do have a discord channel though! I never got around to adding it to the game's description on itch but it should be there now. If you don't have discord or don't want to join but still have questions, feel free to email me at benallen1121(at)gmail(dot)com
Thanks! I have considered adding an easter egg with the original sprites, and might do it. We'll see...
Enemy respawning isn't perfect yet, still working on perfecting that. The abilities in the demo will not be there in the final game, but will be spread out across the different locations. The only ability that'll stay where it is now is dive. We haven't programmed death yet to make it easier for testing, might be one of the last things we do actually.
Well good news: I changed it back! I don't plan on updating the demo any time soon, but the most recent versions of the game have dive working the way it worked in the previous games. I also plan to have the pause screen with a (hopefully more detailed) map, but we probably won't get to doing that till near the end of development.
I'm a little confused by what you said about "not being able to charge while already walking", because you can only start charging while walking. If you press the button while standing still you just do a headbutt. Regardless, I've changed it so that charge has a bit more oomph to it. You build up speed slower than normal walking, but you have a significantly faster max speed (faster than dive). I also changed dive to work like it did in the previous games. So if you don't want to wait for the slide to finish, you can just jump.
One other fairly fundamental change I made, which should make the game more fun is I removed the top-speed limit and added a speed increase cap. By that I mean, speed can exceed any number, but you can't increase it further beyond what you would normally be able to. So when you jump out of dive, you'll keep your dive momentum even though you aren't diving anymore. This is a pretty standard thing in these kind of games, but it wasn't in place before now. I won't be changing the demo, but all of these changes will be present in the final release (unless I change stuff again).
Really appreciate the in-depth comments!
Just popped in to report the escape room bug, but it's already been reported. (Loving the game btw)
I'd personally love that kind of streak system that makes dungeons a little harder each time you win consecutively (definitely make it reset to 21 when you lose though). Something as simple as -1 max hp per consecutive dungeon-win, like you mentioned, would be great for replay value. It would obviously get impossible at a certain point, but that only adds to the excitement when you getting lucky and survive at very low health.
*edit* While I'm here, a fullscreen option would be nice. The game window is very small.
Hmm, lag is kind of scary because it's something that I see frequently in builds of the game, but I assume it has something to do with my computer or that I frequently run it out of dropbox. I also seem to be the only one who gets lag because everyone I've talked to that's played the game has had it run fine, until now. I really don't know what to do about it though because it should run fine, and more often than not it does run fine.
The problem people have always had in the past is pressing jump right before changing directions, which leads to it not going off. I think the fix for this will be to add a ghost frame or two to let you 'convert' a normal jump into a backflip if the get the timing slightly off.
A little confused at your reasoning for disliking the new dive with it letting you go very far with the same momentum. In the previous two games, jumping out of a dive kept your momentum *AND* took you out of dive. This made keeping your dive momentum extremely easy, because all you had to do was jump out of your dive as soon as you hit the ground, and then dive again. If you messed it up (assuming you're trying to play the game quickly) there's not much of a punishment, since you'll have complete control of the player. With the dive in its current state, if you don't time your dive-jumps well enough, you'll lose momentum very quickly, which I think makes it a bit more interesting and skillful. However, it can be frustrating for any player to have to wait for momentum to naturally slow down before you get control back, so I'm still not totally sure on whether I'll keep this version of dive or revert to the old one.
The reason why charge isn't a run button where you build up speed over time is because I wanted it to be somewhat different from the speed booster in super metroid. I also don't want it to just replace dive as the best way to get over gaps or the best way to move quickly. The only reason why I don't let you dive while charging is because I like the jump-charge somersault animation too much and want to force people to look at it. However, being able to dive into a charge to conserve momentum is a very cool idea that I hadn't considered previously. I'll definitely experiment with that and see if I like it.
As for the damage boost thing, yes I know about it. I isn't a feature but I'm probably not going to fix it because there isn't anything inherently bad about it being in the game, and maybe speedrunners will like it. There's another unintentional bug in the game that I also probably won't fix for the same reason.
Thanks! The controller support is wonky currently because I don't actually have a controller to test it on, so I'm implementing it blindly. Controllers not working for menus is a known bug, which will be fixed for the final game. I really thought I implemented a dead zone and was told when I was having someone test it that it was working, but I'll look into fixing it or making it better. I'm not really getting what you mean with the sound. I went to test it in game and the sound plays exactly when you press the jump button, and the code for the sound reflects that. It's possible that you're getting some weird GameMaker sound lag, but I don't know if that even exists or not. I'll ask some other people on other computers if they notice it, and I'll see what I can do.
And yeah, we haven't implemented death or checkpoints yet, but I figured it would be fine to just let the game play out like this so people would be able to explore without the annoyance of dying. Options and key-rebindings are planned!
That's awesome! Glad you guys enjoyed it. The water idea is interesting, but even though that makes cards with negative surrounds a bit more balanced, it makes cards with positive surrounds much easier to pull off. It's something I'll think about though.
Combos are my favorite part of any card game because they give you such a great sense of discovery when you find one on your own. My favorite two card combo is tempting apple into secret agent on turn one. Lets you set the idol of death to 2 health by turn 2, which is very powerful. Probably the most interesting pure-combo deck in the game is this deck, which I've dubbed the "Meteor Apocalypse" deck:
- Shore of Origin X1
- Crystal Ball X2
- Time Capsule X5
- Worthless Coin X4
- Booby Trap X2
- Meteor Shower X1
The idea of the deck is you spend most of the early game drawing and cycling cards with worthless coin and booby trap, while slowly whittling away at the idol of death. Once you get it down to 1 hp, you play meteor shower to clear the board, all 5 time capsules which gain massive attack values, and the shore of origin to restore both idols to full health, making winning impossible for the opponent. You just have to make sure you position the cards correctly so that shore of origin can actually activate. It's a very powerful deck, but can be countered easily.
*edit* just changed the Two Example Decks file to Three Example Decks, as it now includes the deck above if you want to try it. Beware, it's kind of hard to play.
Glad you liked it! These answers are pretty definitive, but I'd be willing to make rule-changes if something didn't feel right.
1. As it is now, it works exactly how you'd assume and wouldn't trigger. This is something I was very torn about in design, but decided to let it slide like this since there's no elegant way to add an exception. If a card like this ever became popular (in a fictional world) than people can play around the card by focusing on controlling corners. Corners are very powerful anyway, so I figure people would do that regardless of whether this card, or any similar card, exists or not.
3. The attack is ignored.
If you don't mind me asking, did you actually play the game or just glance at the cards? I won't be insulted if you didn't play it, it's a lot of work to use a print n play. If you did play it, did you use the example decks or build your own? And either way, how was your experience?
If it wasn't clear, I had a very hard time getting playtesters, and also didn't worry too much about getting playtesters since I figured few people would actually play the game. I mostly made it because I always wanted to make a card game and really liked the global-resource and win condition idea.
Huh, that's really strange. Even stranger that I've never seen that. I guess it's because I always have an extra key by level 20 and use it the second I get there. I'll try to look into it, but I might not be able to fix it since I'm very busy working on another (much bigger) project.
I love the visuals and tight gameplay! I think the hitboxes could use some tweaking though, as they seem slightly unfair in some stages (like the stage with 5 pillars and bees going up and down beside them).
Yeah some of the characters are blatantly better or worse than others. It's unavoidable since the game is so simple. I can guarantee that all of the characters can win (spoilers, you can win) though! Some will be harder than others though.
A more intricate screen here: lots of blocks of various gravity settings. This room also has warps, the diamonds. Solid color warps send you places, outlines show where they send you. In this case, these warps aren't connected to each other, but to other warps in different rooms.
I've changed up my ideology on the game recently. I've decided now that this won't be a game that you can 100%. You'll always be able to complete the game no mater what you do, but there will be some decisions that are permanent and will keep you from completing certain puzzles. This will make the game a bit more intricate and repayable.
If you're wondering about the art, this is still the prototype art. Art, sound, and music will be last and I don't really want to talk about what that will be yet.
My new game is going to be a puzzle platformer about gravity. When you change screens, your gravity will change too. If you move to a room to the right, gravity will go to the right. If you walk to a room above you, it will be upside down, and if you go down from there it will be right-side up again.
If that sounds familiar it's because it's a concept I've played with before in The Gears don't Grind, which the same gravity mechanic. The different is: TGDG was level based and featured screen wrapping. This new game will be room based, increasing complexity a lot. If you're still confused by what this mechanic is, I'd recommend trying The Gears don't Grind.
This will be the first time I do a devlog, and I'm committed to going all the way with it.
Here's a short list of things I want in the game:
- Large game world (100+ rooms) where each room has a purpose
- Puzzles focused on placing blocks, which are also affected by gravity changing
- You'll never need to restart something regardless of how bad you "mess up" a puzzle
- A game world that complements the gravity system well
- More will be added over time
I'm currently in the prototype phase. This screenshot shows the player (the white square without the triangle) with a block on its head (the white square with the triangle). Here I'm testing one way platforms with gravity going to the right.
Next I'm going to work on block moving in each gravity direction, and after that the puzzle logic system.
My spring break just started so I'll be updating this at least two more times this week.
Good list! I love these kinds of games and the number of them out there always surprises me. Pretty much all of Nifflas' games have great atmosphere: Knytt, Within a Deep Forest, Knytt Underground, etc. Knytt Underground might be one of my favorites in the genre. It's just a nice game to play.
Nine till Void is an abstract roguelike about collecting items and coins under the pressure of an impending void. It strips away most conventional roguelike tropes such as leveling, health, and equipment, leaving you with a very pure but still highly strategic game.
- Procedurally generated levels
- 22 different unlockable items
- 3 devious enemy types
- Challenge and strategy
- Secrets for you to discover
- A PDF game manual
A free demo is also available.
The major problem with the feed is that it's just not very helpful. A lot of the time I'll see an update to my feed when I check itch, and it's just someone who "Updated page content" which doesn't really say a lot and is usually unnecessary. I like the feed but feel like it needs to have more of a purpose.
One problem that I always used to have with itch is the lack of connection between game player and game developer. With the addition of the itch community, game comments, and individual game communities, that part of itch has improved, but the feed could still use some help. Maybe the feed could double as a blog that lets devs make posts about game updates, postmortems, anything really, and allow followers to comment. There could even be a feature where a dev can choose to only send certain feed posts only to people who've bought a game? There's lots of ways to do it.
"making right click spawn a temporary player character" this would be perfect. I think letting you playtest as you edit without having to press any other button is really good and making that feature as user friendly as possible should be an end-goal of sort.
Also just for clarification, is the diamond a separate player entity like what you had in your game? For some reason I was thinking it was some sort of 'interact' tool which let you do more advanced things, but I guess not. Since you can't really have the platformer player and the diamond character at the same time, it would make sense to have it as a toggleable button that lets you switch the player from one type to the other instead of two separate buttons. That way users will understand what the diamond is immediately and not get confused like me and others have been.
I made a short lil level just now. Six rooms in total, was fun to make!
The screen transition effect is nice, but it can be pretty obtrusive to gameplay, especially when you're going from one screen to the next fairly quickly. I'd recommend either shortening the length of the effect or making it delay and save previous inputs La-Mulana style.
A few things:
- At some point I lost the ability to save my level, not sure what caused it but now the save button does nothing.
- Like @jonbro said, the diamond is very confusing.
- I really don't like how the player teleports to seemingly random locations while editing. Happens most frequently when changing rooms from the map.
- This level that I was working on is kind of a mess because a diamond I put somewhere is causing the player to sometimes become a flying enemy thing. I'd try to fix it but the save button isn't working, so there's no point (save you levels offline frequently!)
Also for anyone reading, here are some useful shortcuts:
- Shift highlights tiles with collisions
- G toggles the grid
- Z and X rotate tiles
- Ctrl picks a tile
- L does something awesome.