Yeah this sort of tile would be meant to be a secret passage. I'd actually probably make it even more subtle. I think this seems to obvious for the player. The fact that there's a huge chunk of wall taking up the room is hint enough that there may be a secret haha.Baconlabs wrote: I like the subtle pixels indicating where the paths under the roofs go, assuming that's some sort of secret passageway...
Hype Up Your Game Thread
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- sheamkennedy
- Liquid Metal Slime
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- Nathan Karr
- Liquid Metal Slime
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I love being able to see where characters' stats will be at level 20 (my cap) rather than just 0 and 99.
I love being able to give individual characters different experience growth rates.
I can feel the progress.
I love being able to give individual characters different experience growth rates.
I can feel the progress.
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- Just because you're a main character and a bright student in a given field of study doesn't make you an authority on related fields.
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Hey y'all. I made a tech demo for a potential minigame, or maybe even a standalone game, depending on how appealing it is. I'd really appreciate some basic feedback on how it feels.
It's on the Games page, here: https://www.slimesalad.com/forum/viewgame.php?p=133804
Specifically,
It's on the Games page, here: https://www.slimesalad.com/forum/viewgame.php?p=133804
Specifically,
- How did you feel playing the demo? Anxious, bored?
How long did it take to figure out how to play? Was it unclear what the goal was?
Does anything feel out of place, mechanically or thematically?
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Nice atmosphere - premise, music and graphics fit well. But there there doesn't seem to be any real tactics to it. Is letting the plants grow to cover the whole map meant to be bad? That way you ensure you won't die since baddies stop spawning, but if that happens the game has no ending and you have no choice but to quit. Pretty anticlimatic. Whether you get stuck in the weeds or not. Even if you become completely stuck you can just keep gaining points forever by cutting down plants next to you!
Even if you don't let the map get covered, letting the plants spread is to your advantage because the baddies don't walk past them, and get stuck behind them.
However as soon as the plants start to spread it's probably too late to stop it from growing out of control.
So I think it needs more in the way of strategy.
Also, pressing 'X' gives you 10 points regardless of whether you cut down anything. And pressing X twice in a row locks you in place for longer, which is annoying.
Also, touch NPCs in the OHR always seem unfair! Takes a while to get used to the fact that just getting near them is game over, even if they don't contact you.
Even if you don't let the map get covered, letting the plants spread is to your advantage because the baddies don't walk past them, and get stuck behind them.
However as soon as the plants start to spread it's probably too late to stop it from growing out of control.
So I think it needs more in the way of strategy.
Also, pressing 'X' gives you 10 points regardless of whether you cut down anything. And pressing X twice in a row locks you in place for longer, which is annoying.
Also, touch NPCs in the OHR always seem unfair! Takes a while to get used to the fact that just getting near them is game over, even if they don't contact you.
Ah, yes, those are some pretty major design flaws. Exactly what I was looking for! Suspending NPC obstruction would allow the baddies to move through the plants, which would make them more of a problem than a solution. The idea was that if you got completely stuck in the plants, it's essentially a game over, because the monsters can come kill you. I guess that's not a problem if they can't move through the plants though!
I need to take the whole thing back to the drawing board to figure out strategy. I don't want to add anything if I don't have to. Perhaps the simple act of designing an actual level, rather than making it a big square would make it more interesting overall.
What I will add is some kind of ending. Time limit or goal or something. You're right, it is anticlimactic. Probably because I didn't program in any climax.
Thanks for the feedback. It's exactly what I needed.
(the touch npcs are brutal, but you know, that's just the way things are sometimes)
I need to take the whole thing back to the drawing board to figure out strategy. I don't want to add anything if I don't have to. Perhaps the simple act of designing an actual level, rather than making it a big square would make it more interesting overall.
What I will add is some kind of ending. Time limit or goal or something. You're right, it is anticlimactic. Probably because I didn't program in any climax.
Thanks for the feedback. It's exactly what I needed.
(the touch npcs are brutal, but you know, that's just the way things are sometimes)
My pronouns are they/them
Ps. I love my wife
Ps. I love my wife
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