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Submitted on
July 10
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New Features since last update:
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.
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:iconzikschive:
Zikschive Featured By Owner 4 days ago  Hobbyist General Artist
Woah, amazing!!
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:iconmakegameshappen:
MakeGamesHappen Featured By Owner 4 days ago  Professional Digital Artist
Thanks! Would you like to become a beta tester on NewGrounds.com?
-MakeGamesHappen
(-John Mark)
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:iconzikschive:
Zikschive Featured By Owner 4 days ago  Hobbyist General Artist
Well, I don't have a NewGrounds account, not sure if that's a requirement. But if not, then sure!
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:iconmakegameshappen:
MakeGamesHappen Featured By Owner 3 days ago  Professional Digital Artist
You are always welcome to give feedback here. But because of the sheer number of testers we have (500+) I will not be able to put you in the credits without a NewGrounds account.
We export our tester-list from NewGrounds.com to create the final in-game credits.
-MakeGamesHappen
(-John Mark)

Regardless, I appreciate your feedback on this page!
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:iconzikschive:
Zikschive Featured By Owner 3 days ago  Hobbyist General Artist
Ah, ok. :meow:
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:iconfrostnovathe3rd:
FrostnovaThe3rd Featured By Owner Sep 19, 2014  Student General Artist
Wow, You guys have improved the game greatly since last time I played it.
 (and the music is still stuck in My head.)
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:iconmakegameshappen:
MakeGamesHappen Featured By Owner 5 days ago  Professional Digital Artist
^_^
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.

-MakeGamesHappen
(-John Mark)
Reply
:iconyomiell:
Yomiell Featured By Owner Sep 13, 2014   General Artist
Hey John, been a while! Thought I'd check on your game for a bit.
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.
Reply
:iconmakegameshappen:
MakeGamesHappen Featured By Owner 5 days ago  Professional Digital Artist
Sorry! I've been all over the place lately. And I get reclusive when this happens.
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.

-MakeGamesHappen
(-John Mark)
Reply
:iconmastlaryton:
MastLaryton Featured By Owner Edited Aug 31, 2014
Ahem...
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?
Collectibles.
Want another?
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.
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