Echarin wrote:Seven wrote:There's been moments where I've killed the enemy successfully but when I move at same time, I'd get hit and lose some seconds so it's like I have to kill them, wait for a second, then move on to order to not get hit.
I think I know what that's about. See, the enemies don't actually hurt you when you touch them, it's the black circles they emit that hurt. Those may still be around just after they die.
I wanted to have the enemies push you back, like they do in The Legend of Zelda, but couldn't get it working in time so put the circles in because it was the only thing I could get working (it's probably a very simple thing to do, but I'm no programmer; I put the source in (.gmk) just so people could laugh at my horrible and inefficient coding!)
Ah yes, these black circles. Programming is hard, so I see your point
Seven wrote:"random" mode
Far outside my ability, although if someone here knows something about it and knows of some articles that explain it well I would love to try and understand it. But the game as it is just isn't made for that, so it would need to be changed quite a lot.
Aye, it seems you'd need alot of 'sheets', more than just ones that's pre-loaded with this game's .rar file. It would be fun idea, but can see why it won't happen.
Seven wrote:I'm not sure how simple it is adding some kind of leaderboard score as well such, but it would be nice to have one that tracks (local) users to see who has fastest time to finish their playthrough, just a fun idea though - not needed in general.
This would actually be very easy to implement, but I don't really feel it fits in with what the game's supposed be about. I'm kind of regretting actually putting in a way to finish the game, instead of just expanding the world in all directions and make it more of an exploratory game (I wanted to do this originally, but realized I didn't have enough time before the due date).
Maybe a way of tracking overall "wins" like it does overall "fails"?
Ah interesting, I thought it was pretty much where people can try various ways to see if they can get to goal quicker, with limited powers/such
Although overall wins/falls would be pretty good idea
Seven wrote:I've find that blue power is least used as I tend to go for key/sword combo, as I tend to enter locked gates and/or through caves killing enemies - not sure having blue power will be faster than key/sword combo though but thought I'd mention that.
I thought for sure the blue power was overpowered and allowed for too many shortcuts![/quote]
I tend to like killing enemies so I tend to just get red umbrellas
I might have to try out blue power more, it was very useful ability but I tend to go all power with little key help in playthroughs
One question: How long did it take for you to learn the game mechanics? I put a bit of emphasis on sounds to help the player understand the gameplay mechanics, but of course that's of little use to someone who's deaf.
Not long - only took me few seconds after trying out everything, and two tries (yesterday - one failed, which is why I didn't count it yesterday as it's "learning how to play" game before I start it properly) I managed to finish it with ease. It might be good idea to include little Read Me that's available in-game by pressing F1 or something like that (Or Back/Start* on 360 Pad) and tell what the game is for, what powers do, and little info. Not too much, if you want to make sure player has to learn themselves on rest of game as I think that's part of its charm.
*That reminds me... you should be able to pause the game, if that's possible. Since timer's running and while its ideal to play it in one sitting, there's bound to be moments where there's little distraction that player has to take break from game itself and deal with the distraction or something. Just a little nice touch, that's all.