1. Awesome Lighting Updates!!!
2. Complete darkness results in fog-o-war glow.
3. Bombs look pretty sweet now because of my artist Matthew.
4. Matt also awesomified some of the tile art.
5. New Levels!!! Including a more challenging intro level set.
We export our tester-list from NewGrounds.com to create the final in-game credits.
Regardless, I appreciate your feedback on this page!
(and the music is still stuck in My head.)
And we are still working on it.
Just kinda stuck on this level-manager I am making.
Basically, I am writing a whole bunch of code that will be used in our product pipeline.
Specifically the saving and editing of zip files that contain level packs.
Those level packs can be edited using the level editor.
We are slowly moving away from the super secret "dev only version" of the game to getting our devs to actually use the same version of the game you play. AKA: We will be developing the game more by using the consumer version of the game. Which I think is badass. Because that means the same level editor you use is the one our team uses.
I don't remember if i said it before or if you edited the lightning again, but this one is my favourite so far. It has both the slightly heavy"rave-like" effects from the first version, with the clear style of the "lights off" button so many people were agreeing and disagreeing with.
Some things also look new, bright and shiny! Specially love the new triggers. Looking nice~
Have you decided what to do about the menus yet?
On one of those usual side notes, have you considered explaining the background story ingame, or even making a "boss-like"(no need of enemies or anything, just more brain-challenging) level at a regular interval of 5, 7, 10 levels?
Also, If possible, do reply on newgrounds, Deviantart is blocked at uni for some reason and I don't have much time to log in here.
I will respond to you on newgrounds today after I am done here.
I've decided, with the menus, that we are going to get my artist to decide exactly how they should look.
And then I will make sure my code replicates his vision exactly. UI is something I have not been very enthusiastic about. But all the information I have gathered has told me it is incredibly important.
I really like the new triggers Matthew designed.
I am thinking of making enemies that "trash talk" you and try to push you off ledges.
And maybe some way to relay a story through that. Basically, you would try to bump them off the edge into a pit of death, and they would do the same to you.
The lighting seems to be more agreeable with everyone. While it takes more of a back seat than it did before, I think gameplay should always be a priority over cool effects.
Alright, after what looked like a hundred million years, I finally log back into my Deviant Account.
I had totally forgotten about this.
Well, first, I'm sorry for taking so long, but, whatever, let's review it!
It's a puzzle game, trial-and-error type, and is pretty nice, actually.
But, there are a lot of things that may make the gameplay tiring. Well, for first, the lighting. It's so strong, it hurts my eyes! I know, it's atomic alice alright, but there's no need to throw so much radiation at my face!
The music is entertaning, which is good. That's all about it.
About the gameplay, the puzzles are very good, some takes a lot of time, but when you understand how to do things, some of them take less time(or some are just a pain, because it's trial and error and trial and you gotta keep trying).
However... it just feels... empty. For me at least. It's just... I don't know, you don't seem to have a purpose.
Want a tip?
Add an option to lower the lighting(which would be just GREAT).
Well, I guess that's it. This game is entertaining, but feels empty. Try giving purpose to the player on the next betas. Like, I don't know, go through a lot of pain to get some items and receive a reward in the end. Something like that. Something to fuel me...
Ahem, so, I guess that's it.
Thank you ladies and gentleman.
Or whatever you are.
And that, it needs something to tear it away from it's empty lonely mechanical nature.
I am slowly getting to the point of doing A/B testing on the game.
I'll be making big changes to two versions, releasing the betas at the same time,
and seeing how both do.
I am thinking collectables and enemies could help liven up the game a lot.
The Music feels a bit catchy, although simple, was still a great companion for when you are jumping over explosions, dying, evaporating, simple things like that, and made me keep playing even when there came some stale levels (will talk about it later)
The Controls were in general good, except for an 'I swear to god that jump button is lagging' as it sometimes felt unresponsive to me as I tried to jump over explosions, while at other times it went perfectly.
Some of the parts of the game where it's basicly Do-Or-Die was the parts in which I enjoyed the most, as it gave you an adrenaline rush to quickly set off into working a puzzle, and knowing that independant doom would come if you weren't quick enough to do something.
Although I have only played the Puzzle part, the puzzle part felt too easy at times, while at other times you had to look around and figure things out in your head. The parts in which I hated the most were the levels with two buttons, guess which one won't kill you, or just look at the map for a second, use your brain, and press the right one. They were a bit too easy, and felt as if they were a filler.
I'd comment alot more about it, but considering I read the comment section to find a more up-to-date version of this on Newgrounds.com, I just considered to keep things simple with this one. I'd go more in depth if I saw the newest update.
That could be when you are trying to jump off slopes. The physics code for slope collision makes it so you cannot jump while running up a slope.
I need to fix this. I notice some other subtle lag in the controls. Where occasionally my game misses a key press event or something.
I've been putting it off because not too many people have noticed, and I am trying to get the game's pieces all tied together so it is a whole game.
"Although I have only played the Puzzle part, the puzzle part felt too easy at times, while at other times you had to look around and figure things out in your head. The parts in which I hated the most were the levels with two buttons, guess which one won't kill you, or just look at the map for a second, use your brain, and press the right one. They were a bit too easy, and felt as if they were a filler."
This was actually the original design of the entire game.
But then I realized that just made the entire game a bit of a mindless tech demo.
Also, after we started refining the controls to suit platformer fans, we could make more interesting puzzles that required more responsive user interaction.
Yeah. If you want to see our most recent update on NewGrounds.com. I will add you as a beta tester there.
(If you are not already. It can be hard to keep track of all the names floating around.)
Just message us at makegameshappen.newgrounds.com…
And we will add you... Unless.... our inbox might be full..
Just leave a comment on our news feed on Newgrounds.com.
Yeah, do that.
I was just going back and looking at some of the older features to catch up
and this one caught my eye. ^.^
I love it!
What do you think about personalized cheat codes?
Like if we were to, for 5 dollars, let you create a cheat code password of any letter/number combination, and have it in the final game?
I am brain storming monitization ideas.
You should stick around for the next beta in a month or so.
My favorite quality materials are acrylic and polycarbonate.
1. Download the game with right-click --> save as.
2. Open the game with adobe's stand-alone flash player on your computer.
1. Become a tester on NewGrounds.com
Full screen works there because NewGrounds is more game orientated
and they support features like that.
Wait for us to come out with a desktop .exe version of the game.
Hope this helps!
It runs really smooth and I absolutely love the music and art.
Awesome! Cool game, reminds me of the good old Gameboy days! You must be really good at programing! And I like the pixel art!