Hey /o/ Discord would probably be the most convenient, if you're there :) I have the same username there!
Grhyll
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That's fun! I think there is a good potential here :)
In my opinion, the 1 thing that would greatly improve the game design is to have the balls give incrementally and significantly more money for each different gate they passed through.
- That would greatly encourage players to try and design incrementally complex paths to really optimize their gains; currently having two short paths might give 1/3 of what a really long path would give, which is not a big difference. With that, a long path could litterally gives 1000 times more.
- The various costs would have a far stronger scaling, so that in order to progress you do need to make those complex paths.
- This way, the player has to stay active and work on the paths; being idle might unlock a thing or two, but an hour of idle gains will quickly be dwarfed by five more minutes with a better path going through two more gates.
- Overall, I think this would allow for a really nice "incremental" feeling (whereas right now it's more idle), with big numbers, and the joy of passing various caps where your output suddenly grows far higher than it previously was.
Just my two cents obviously :D If you want to discuss specifically incremental design, let me know!
Hey :) If you're still interested, I just started a public pre-alpha playtest for this new project! (Sorry it's on Steam though ^^') https://store.steampowered.com/app/2676140/The_Last_Catalyst/
That's super nice! I'm super impressed to be honnest, you're like the third person in this jam making their first game, and my first games weren't nearly as good as those I've seen around, including this one :')
I have to agree with other people here that it would be cool to find a way to reduce luck just a bit, especially for the initial engage where you can be lucky and clear a board at once (on the first stages anyway, a bit harder later), or be unlucky and lose a lot of lives "for free," which was a bit frustrating to me (but I'm not a big fan of luck anyway, so I'm not sure my opinion is super worthy here ^^'). I didn't have the patience to reach the end boss, but I still had fun playing it, that's a very cool concept :)
This was super fun ^^ The variety of weapons makes the game very engaging, it's like a treasure chest :D On my third run, I discovered the amazing spring loaded punch, I breezed through the levels, until the first (?) big boss with the hands, and I'm not sure if I can beat it with this weapon because nothing I did seem to have any impact ^^' (And also the game crashed right after I died there.)
I just kinda missed some feedback when hitting the enemies (or maybe I was just really super bad at hitting them)!
Anyway, super feeling, and great to have so many things to try \o/
Woaah that was super cool! Had a lot of fun (and a tiny bit of frustration :'D) moving around this map, and the fights are pretty great! I'll be honnest, the story wasn't too deep :p But it's okay, it gave the game just the atmosphere it needed to stand out. I didn't have any bug, and also appreciated that you kept the game short instead of dragging it longer than needed, it made a nice experience from start to finish :) (Btw what's the point of that long hallway on the top left?! :o)
That was a super cool entry! It played really well (although I'll admit I onfly finished it in normal difficulty ^^'), I had a good chuckle at the second boss ending, but I chose what I assume is the bad ending :( Overall it felt really polished and clean to play, with a nice atmosphere. I may try it again in hard mode to see the other ending!
Cool video about making the game, too :)
This is so haaaard :'D
I see a lot of other people have mentionned the controls, and yeah they're super rigid and unusual, but as someone else said it gives a kind of unique feel to the game \o/ The downside for me is that it means that it's a bit long to reach the place you just died (but maybe I died more than the average!). I would love an easy mode with pretty close checkpoints :p
Anyway, congrats for your very first game, it's super cool!
Wow congrats on making a multiplayer game in such a short time ^^'
I could only test it with myself, but it's a pretty nice concept! I'd argue the controls were a lot too slippery for me, and also the fact that your input to switch gravity is based on the "normal" gravity makes it hard to do a quick and intuitive change mid-action, at least for me! (Also maybe it's because I was playing with myself, I didn't see the health bar of the "other" player go down as shooting them.)
Must be fun with a lot of player going around in all directions!
Damn this is so clever and... haaaard :') I've just completed the level with the stairs leading in the different rooms, and now I have four green guys I'm supposed to plan trajectories for, my brain can't handle that right now :'D
It's really well made, I'll pick it up again a bit later to try and complete more levels, but it kinda stresses me out that there isn't an "undo" function, since everything is so tight ^^' (Although I didn't put an undo button in my game either, so I'm not blaming you!)











