
During hours 13 and 14, I polished up the game so far, added a little platforming challenge (w/ a song), and got it ready to be released as a demo.
Now you can download the demo off of my website! Check it out!
Be warned --- the game is kind of difficult. That's just the kind of game it is. (shrug) :P
Cool bosses. Is the right wall on the first boss supposed to be un-climbable? It didn't skew the boss fight too much I guess. Would like to see it programmed to spend minimal time inside that floor divider. It sometimes hovered there too long, where I couldn't reach it.
ReplyDeleteI dunno how much you plan on precision-platforming, but I would like to "see" more specific rules on what shadows are and aren't platforms. The first room was clever, but too many parts that are like "WELP gotta guess what I can land on" and it's nuts. Something like "You can walk on anything that looks well over half filled in" makes sense. I mean you're allowed to mislead the player like in the 1st room, but I don't want that to see that in every platforming room.
2nd boss room kicks ass. Post-hit freeze could be shorter, and since it doesn't seem like the boss is deadly after you hit him, the post-hit moving could blink too. (I didn't know if I'd die standing next to the boss after hitting it, until it happened and I didn't die...)
Good stuff. I wanna see a shadow zone made of crisscrossing pipes and shit, kind of like http://www.vgmaps.com/Atlas/NES/MegaManII-CrashMan.png but going everywhere.
Thank you very much for your comments!! Those are really good suggestions.
ReplyDeleteReally great suggestions. I implemented your boss suggestions (you won't see them until the next demo of course), and I think they're a bit more fun now. As far as the block appearance --- good game design conventions would lead me to change them. But for CTSW, for some reason I just care more about how it looks than how accessible it is! I'm a terrible game designer, I know :P
ReplyDeleteMacmacmac parallel-less Mac!
ReplyDelete