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Liquid Metal King Slime
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Vorpal Florist - Playtesting thread 
 PostSun Mar 30, 2014 10:48 pm
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The first "level" of Vorpal Florist is ready for playtesting.
EDIT: Second level and second boss are now available too!

vorpalflorist-playtest.zip



The game is playable up to the first boss. Once you have successfully beat the boss, there is not yet anything to do after that.

My next goal is to complete 8 more enemies, 1 more boss, and the introduction/story sequence that goes at the beginning of the game, and then to release another demo by the end of June.

Feedback and bug reports are most appreciated.

The background music is just a placeholder stolen from Bell of Chaos. I need help with music. I am hopeless at it. I spent close to an hour last night just trying to find some software that I could even figure out how to play ONE NOTE with. I gave up in frustration after 5 different programs and zero notes played.
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Re: Vorpal Florist - Playtesting thread 
 PostSun Mar 30, 2014 11:35 pm
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Bob the Hamster wrote:

The background music is just a placeholder stolen from Bell of Chaos. I need help with music. I am hopeless at it. I spent close to an hour last night just trying to find some software that I could even figure out how to play ONE NOTE with. I gave up in frustration after 5 different programs and zero notes played.


Have you tried Milky Tracker? It's pretty simple as long as you know what a noise, square waves, triangle waves, sine waves, and saw waves are. It's helpful if you can count using the hexadecimal system as well (I guess that's the case for most music). And theres tutorials on youtube to help you start.
⊕ P E R S O N A L M U S I C: https://open.spotify.com/album/6fEo3fCm5C3XhtFRflfANr
⍠ C O L L A B M U S I C: https://dustpuppets.bandcamp.com/releases
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 PostSun Mar 30, 2014 11:39 pm
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Positives:

-Beautiful looking game. Animations are perfect, and the enemy AI is just right for a game like this at such an early stage. I like how much it feels like that old Strider game. The character portrait at the beginning is very well done.

-Not sure how the items system is going to play into this yet, but I do like the subtle RPG inclusion of weapons changing, which I can see extending the life of this game well into later levels.

EDIT 1:

-Tucking and spinning while jumping is a nice touch (hold down while in air, for those who don't know what I'm talking about). Will we need it to access tight upper corridors someday?

EDIT 2:

-Parallax makes me jealous.

-Once you get inside the main area and the more dimensional design of the map kicks in, the game gets more interesting. I like the stairs, but I think they could be smarter when it comes to jumping on and from them. Having to board them at the bases only seems counterintuitive. I think pressing down should be the only way to fall through them.

-Love the save station. Nothing else to say, other than really cool.

-The first puzzle trigger (the water pipe) is neat. Simple, but neat.

-Enemies keep getting better the deeper you go. As of this edit, I've gotten up to the guys who throw their shields at you. I REALLY like that thorn spitter who goes nuts when you hit him.

Negatives:

-Cleaning up files after dying takes waaaaay too long. Not sure if it actually has to go through a process, or if it's supposed to simulate something that commercial PC games do, but it's not fun to watch. Also, the fact that it automatically assumes I don't want to play anymore, or try again, and immediately goes into file cleanup is kinda lame.

Note: It actually took way too long on the first game, but was considerably faster on the second. Might be a first-time gameplay issue.

-The character moves too quickly. I don't know yet if it bothers me that jump control is affected by this, but it definitely makes things harder that my jumps can get away from me if I keep holding forward. I think slowing the character down just a touch can help with most gameplay troubles.

-Maps, so far, seem underdeveloped. They are very nice to look at, but the first few sections are small and straightforward, and I don't get a sense that jumping is a major priority yet. I haven't gotten to the end, so maybe this gets more interesting once I pass the pom-pom tree women. But as of now I feel like the game is just about moving through corridors and cutting down trees and gaining items. I'd be cool with this for the first two or three maps, but by the fourth, some variety in map design would be nice. I think part of my argument has to do with the overhead ledge on the second map that I can't jump to. Maybe I'm expecting a double-jump, or a wall-jump, or a Mario-head-bouncing-jump, but as of now, I've just got a standard jump that's there to get me over single-ledge blocks. Really feels like a tech demo at this stage.

-I'm surprised that enemies don't have a little bit of knock-back when hit. I don't mind that they have none, but I think the game would be friendlier if they did, especially with most 2D scrollers these days having some kind of knock-back.

(I'm sure you have a lot more planned for the opening area since this is merely a playtest, but I'd like to confirm that some greater level complexity is needed soon.)

So far, it's a good start, but the ability to jump right back into the game after dying is probably your most needed addition.

EDIT 2:

Suggestions:

-Taking into account the things I didn't like or suggested in the original draft of this post, I think it would also be a smart idea to base enemy damage on how easy they are to attack or avoid. Those caterpillars, for example, look like tanks and are extremely easy to take out, but deal shockingly low damage. Easy to hit and easy to dodge enemies should hit harder than those that are elusive or annoying.

-I wish I could aim upward, but I understand that it may not be necessary.

EDIT 3:

-Not sure why you've got the first save station tucked away in a hole. I've spent the first few playthroughs thinking that first pit would kill me. After getting deeper into the level, I got suspicious of that hole and decided to jump in, just to find another, more complex section of the map, and a save station at a dead end. I don't really know why this is here so early in the game, or why it's basically hidden from anyone afraid to jump in holes. I'd rather see the section lead to another location in the game world--maybe a secret area rewarding players for their risky behavior. As of now, there isn't really any reward for exploring off the beaten path, even if I can save the game. Because I've done literally nothing other than crawl through two rooms prior to reaching it, it doesn't really feel like I've accomplished anything worthy of that reward, especially when I have to climb back up just to resume the game. (It's actually faster to start over at this stage.)
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 PostSun Mar 30, 2014 11:57 pm
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It feels like I should be able to jump onto the ledge in the room with the cactus golems, but I couldn't find any way to do so. I wanted to jump onto the chandelier.

Carrot demons would feel a lot better if hitting the shield gave a 1px knockback.

The stalks in the caterpillar room look out of place -- they're much less detailed than the rest of the graphics.

Caterpillars should jump a bit higher to prevent you from jumping past them.

If this is the first area of the game, there should be another checkpoint, probably before the mace dryads.

The mushroom knight in the area with the collapsed bridge will immediately pick its shield up if he throws it while under a platform. This makes it very hard to fight if you let it get back there.

If the boss uses the vine attack near the wall, it's undodgeable. The spore attack can also be undodgeable in some circumstances.

The boss's appearance would be much more impactful if it had a short introductory animation. Nothing big -- here's a Super Metroid example.

More feedback later, I think!
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 PostMon Mar 31, 2014 12:21 am
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James I really like where you are going with this game.

I just played about 20-30 minutes worth but unfortunately have yet to beat the boss. I finally got it down to the final part (where they split off and the remainder flys around on the screen?), but I never have enough health to finish it off. I'm pretty terrible at these types of games so perhaps that's my issue there. I'll keep at it though.

The game is beautiful, like PR said, but I did not notice any "slowdown" or long cleanup time like he did. Not sure what that means though. I think the movement is fluid and the handling feels solid, but I did notice a couple minor issues with the enemies.

1) The mushroom head guy doesn't seem to throw their shield if they are backed up on the edge of the screen. It looks like it just disappears and is never thrown.

2) The earlier shield-bearing enemy that throws rocks at you seems to have some crazy AI if they are backed up to the edge of the screen and have to turn around, but perhaps that is intended?

Otherwise, I really like what I see here and can't wait to see more.
Cornbread Chemist
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 PostMon Mar 31, 2014 12:31 am
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Mogri wrote:
It feels like I should be able to jump onto the ledge in the room with the cactus golems, but I couldn't find any way to do so. I wanted to jump onto the chandelier.

Haha, I tried to do the same.

Mogri wrote:

If the boss uses the vine attack near the wall, it's undodgeable. The spore attack can also be undodgeable in some circumstances.

This bothered me too at first. But the boss doesn't really try to trample over you so you can avoid getting stuck against the wall to begin with. If you stand your ground the boss will move back rather than try to run you over.


Things I've noticed:
- The heroine's attack range is really short. It's hard to do a jump attack without running into whatever it is that you're trying to hit.

- The thing that falls off the mushroom knight's head can hurt you even after you kill it.
- If the mushroom knight tries to throw its shield while it's on the edge of a map, the shield will disappear. This is easily testable with the second mushroom knight that you find.

EDIT: I just got to the second form of the first boss. The boss is hard as balls.
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 PostMon Mar 31, 2014 12:37 am
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RMSephy wrote:

EDIT: I just got to the second form of the first boss. The boss is hard as balls.


Glad I'm not the only one that's having trouble Smile
Cornbread Chemist
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 PostMon Mar 31, 2014 12:49 am
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Great game so far.

Just like to say, I didn't personally have the clean up problem Pepsi is mentioning so it might be a software or hardware thing. I'm running windows vista on a 2.33ghz processor.

I also didn't find the stairs a problem. I was able to hold up and board the stairs where ever I touched them. Though the jumping while on the stairs was a bit underwhelming, but I guess jumping on stairs being hard makes sense.

The AI seems a bit intense. It's not a bad thing really. But I figured I'd mention that the carrot guys seemed close to unbeatable. The mace dryads had to be killed with perfect timing to not get hit. The mushroom guys were also kind of harsh. Overall though, the monsters were great. They made the whole game. Also a great boss!

I will say though, it seems like you might have too much variety. I'm not sure what the other levels are going to look like, but I hope you've saved some new monsters for those levels too.

I didn't find any bugs or anything to report. The game is looking great. Keep it up.
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 PostMon Mar 31, 2014 12:50 am
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It's not bad so far, there's signs of places that you probably need some sort of power up to reach, as is the case in most Metroidvanias, the enemies are pretty creative, some of them I kinda named because I like to name things if I don't know what they're called.

The controls are easy to use, though the speed's a bit fast. (Perhaps you could have a power up that gives the character the ability to run?)

Enemies are pretty cool looking, some are fairly easy to beat, some not so much. (The Dryad-looking creatures are definitely difficult to beat, due to them attacking you before you can retreat, forcing you to try a no-damage run between the save point and the area they appear in. I'd suggest some sort of power up ability that allows you to jump back to avoid damage, or perhaps a block ability)

I know the music is placeholder, but it fits the game pretty well.

The areas look pretty cool, though some of the lower areas are pretty bare and could use some things such as torches. (Another idea could be to have 'enemy' torches or other breakable objects that drop items or health, which could take down the difficulty a little.

I'll also list the enemies that I 'named', because I thought the names fit. :P
Love-me-nots: Those flowers that shoot petals at you.
Creeping Charlies: The flowers that crawl on the walls
Dryads: Tree People
Dogwoods(?): Charging flower things
May the Moon light your path, and the Shadows hide you from your prey.

Posgagen urzefa Posyosriig ahgesqizeur genyouldr Jiikyouldr, gariigig urzefa Sazegaigyouldsa zegesigfe genyould fr'yopos genyouldr jiikrfagen.
Liquid Metal King Slime
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 PostMon Mar 31, 2014 3:53 am
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Oh boy! So much good feedback! Thank you all for playing :)

I am updating my TODO list with many suggestions and bug reports.

@sheamkennedy: can you direct me towards a good milkytracker tutorial that is geared towards the absolute beginner? Youtube tutorials make my skin crawl, but if that is the only format they come in (I infinitely prefer plain text with screenshots) I am willing to grit my teeth and watch a few if that is the best way to learn

EDIT: re-reading what I wrote there really makes me wonder why on earth I would have such a strong negative reaction to youtube tutorials? Was I bitten by one as a child? I really do want to learn!

@Pepsi Ranger: I agree that the current maps are pretty linear. I will try to step up the map design with more jumping stuff and I'll try to make some reasons to use the spin jump

Stairs can be mounted in the air by pressing up or down. I hate the thought of changing the stair behavior. Those stairs were a collosal pain to get working. Seriously if I mapped out all the scripting effort I spent in the past 3 months, 25% of it would just be for those damn rotten stairs. :)

Pepsi Ranger wrote:
-Cleaning up files after dying takes waaaaay too long.


This must be the first time you have run a recent nightly on your computer. That one long slow cleanup was game.exe cleaning up the colossal mountain of lost working directories that game has left behind in your windows temp folder after any kind of crash. it will only ever happen once.

@Mogri: Good notes, thanks! I will probably be moving the save points around. It is possible to prevent the Ghost Orchid from ever pinning you against the wall... but maybe I should limit how close to the wall it can get?

@Meatballsub: Thanks! Mushroom Knight shield bug noted. The Carrot Demon ai is designed to panic if you pin it against the wall.

@RMSephy: Mushroom Knight Head bug noted, thanks! I plan to have attacks with longer range available later in the game. Many weapons will feature a trade-off between short-range-fast-attack and long-range-slow-attack

I am glad there are complaints about the boss being hard rather than about it being easy :) I want to keep the challenge level up. That being said, I also want to make it feel "fair" so the feedback about getting pinned against the wall is useful.

@Spoonweaver: Thanks! I am glad the Carrot Demons were tough :) I do indeed plan to have lots of new enemies in later areas. Making new enemies is probably my favourite thing. I want to keep enemy re-use limited.

@Diretooth: Good guess! I do plan for the finished game to have 2 levels of jump upgrade, plus a double-jump, and I am even toying with the possibility of a gravity-reversing jump

Diretooth wrote:
Love-me-nots: Those flowers that shoot petals at you.
Creeping Charlies: The flowers that crawl on the walls
Dryads: Tree People
Dogwoods(?): Charging flower things


The actual internal names for these are:
Prancing Petal
Creeping Bellflower
Mace Dryad
Pounce Rose

I love the "Love-me-nots" name and will probably use that for another similar enemy later.

Thank you all! I'll be re-reading all your comments again later. So much feedback is delightfully overwhelming :)
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 PostMon Mar 31, 2014 4:20 am
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This guy made getting started pretty easy for me:
http://www.youtube.com/watch?v=N2s04YYO0Wg

The program looks a bit complexed when you open it, but once you follow a few videos of his it should make perfect sense.

The program reminds me of a sampling synthesizer. You basically either choose a waveform, draw a waveform, or import a sample. Then you play it at different pitches on a keyboard. The notes are sequenced in a tracker (similar to famitracker), you can then rearrange the notes, modulate them, pan them, set up loops, etc.
⊕ P E R S O N A L M U S I C: https://open.spotify.com/album/6fEo3fCm5C3XhtFRflfANr
⍠ C O L L A B M U S I C: https://dustpuppets.bandcamp.com/releases
Red Slime
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 PostMon Mar 31, 2014 5:33 am
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Oh! I have a suggestion, I don't know if you would be able to implement it or not, but it would be awesome to have a normal and hard mode for the game, normal being as it is so far, and hard mode being that of tougher enemies and whatnot. You know, for the sadists who love extremely difficult games. :P

Oh, and I'm glad you liked the name, I hope it inspired you. :P
May the Moon light your path, and the Shadows hide you from your prey.

Posgagen urzefa Posyosriig ahgesqizeur genyouldr Jiikyouldr, gariigig urzefa Sazegaigyouldsa zegesigfe genyould fr'yopos genyouldr jiikrfagen.
Liquid Metal Slime
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 PostMon Mar 31, 2014 6:49 am
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Diretooth wrote:
Oh! I have a suggestion, I don't know if you would be able to implement it or not, but it would be awesome to have a normal and hard mode for the game, normal being as it is so far, and hard mode being that of tougher enemies and whatnot. You know, for the sadists who love extremely difficult games. :P

Oh, and I'm glad you liked the name, I hope it inspired you. :P


I second that. And if you do, make it brutally difficult. I'd like that very much.
⊕ P E R S O N A L M U S I C: https://open.spotify.com/album/6fEo3fCm5C3XhtFRflfANr
⍠ C O L L A B M U S I C: https://dustpuppets.bandcamp.com/releases
Liquid Metal King Slime
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 PostMon Mar 31, 2014 2:44 pm
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@sheamkennedy: Does milkytracker require an external keyboard? That would certainly explain why I haven't been able to get anywhere with it.

The only programs I have ever managed to make anything resembling music with are Mario Paint and notate.exe. Whenever I look at tracker software I always get lost trying to find a spatial display of my music with one axis for time and the other axis for frequency-- but I am gradually coming to the realization that most (all?) tracker programs are not set up that way.

I'll check out that video as soon as I have time. Thanks! :)

@Diretooth: Difficulty levels are a good suggestion. I will probably add something like that eventually.

Also, for the OUYA version I plan a special kind of difficulty setting.

When you play on the console, you can play with 2 players. Player 1 controls the hero, but player 2 can control any enemy.

This could be played as a harder mode, where your friend tries to kill you in ways more clever than what the AI is capable of, or it could be an easy mode, where your friend can go easy on you by attacking less viciously than the AI does, or even by just making one enemy at a time do stupid stuff or run away from you.
Liquid Metal Slime
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 PostMon Mar 31, 2014 5:09 pm
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Bob the Hamster wrote:
@sheamkennedy: Does milkytracker require an external keyboard? That would certainly explain why I haven't been able to get anywhere with it.


Milky tracker does not require an external keyboard. But I think it supports midi, so a keyboard can be hooked up if need be.
⊕ P E R S O N A L M U S I C: https://open.spotify.com/album/6fEo3fCm5C3XhtFRflfANr
⍠ C O L L A B M U S I C: https://dustpuppets.bandcamp.com/releases
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