EIGHTH ENTRY (Post-Compo)
Hey guys, I've started bashing my head into the keyboard with MMF running again, and I've got an announcement:
EDIT: Here's the Music
This build makes both Kaya and the Mushrooms easier to control; Kaya can jump while running down slopes, and can also climb walls. As the mushrooms, clicking selects the nearest unit, rather than requiring you to actually click on the mushrooms.
I've also added the "Garden Wars" area control mode. It's done save for some particle effects to make it look pretty.
As always, I want you to come and break my game. Let me know if you find any stupid bugs where I should have known better. Also suggestions for features or new levels will be politely listened to, but I won't make any promises that they will be included in the final build. Which should be around shortly...SEVENTH ENTRY
Just a little update:
Here's the standalone exe for those who shrink back in terror at the sight of an install wizard: KayaLovesMushrooms.exe
And here's the music, just unzip it into the same folder as the exe: KayaLovesMusic.zip
(6.50 MB)SIXTH ENTRY
EDIT: Sojin's soundtrack for the game, including several tracks that didn't make it into the compo entry, is up on Bandcamp
. It's pretty awesome stuff.
Also, I completely forgot to put any credits in-game, so it looks like I need to do a minor update tonight...FIFTH ENTRY (Minor Update)
This is what my compo entry is going to look like. I've pruned the more troublesome levels off for now so I'd be able to have a complete game for the deadline. (The removed levels, -besides Sleeping Giant, which I think needs a total redesign- can be accessed by hitting "T" in the main menu.)
All I have left to do now is add sound effects. That is unless somebody finds a huge fatal bug by Sunday :/
Oooh! I almost forgot. Press "G" at any time to turn giblets on. Press "N" to turn them off again. And, um... bring a towell...
Testers are still needed for the two unreleased modes. It's not a huge rush now I guess, but it'd still be nice.Shojin's soundtrack
is nearly done as well. And I'm throughly in awe over a couple of the tracks.FOURTH ENTRY:
It's a mess of final art and scribbly process art at the moment, but the game itself is all there. There's still some serious balance issues, I need two-player teams to test the game and keep track of which modes they play, how many times, and which side wins. Oh, and of course, if they find any game-breaking issues...
(In exchange for testing my game I can offer either equivalent testing or art-related favors.) THIRD ENTRY:
Alright, so I don't have a new demo yet, but I've a couple pictures to show:
Here's the fancy main menu...
And here's some new sprites that better compliment the painterly level backgrounds I'm working on.
In what was probably a bad use of time, I made up some sprites for the game today. I also made a new level because the old one was crap, and fixed the broken programming bits so it all runs a bit smoother and our hero isn't spawning inside walls...
The game doesn't recognize winning and losing conditions yet, but essentially, if Kaya can eat a hundred mushrooms she wins, and if the mushrooms can kill Kaya five
times then they win. These will both probably need to be adjusted, but I don't have anyone around to playtest with right now. So, yeah... like that.
Kaya won't spawn until the mushrooms are well established, and if all the mushrooms are eaten, they simply get a restart. (This will probably change too)
One idea I have is that each level will have different objectives for both sides. Things like, the mouse player having to grow a certain number of red mushrooms, Kaya needing to keep from getting hit for a certain amount of time, or an area control battle of sorts, with the mushrooms trying to cover hotspots on the level and Kaya trying to clear them off. We'll see how that goes...
Hello, what's this? A challenge? A challenge of challenges? Well, I shan't back down from this!
My game is about a little lisardy thing that likes to eat mushrooms, and mushrooms that don't want to be eaten. One player controls Kaya with the Keyboard, trying to gobble up all the mushrooms she can, while the other controls the mushrooms with the mouse as they try to spread to where they will be safe, and also try to kill Kaya with their poison spores.
So far The basic mechanics are all in place, The mushrooms can shoot spores, which can be used to either kill Kaya or plant new mushrooms. Kaya can eat the mushrooms, and dies when hit by their spores. The game felt tilted to Kaya's side so now the mushrooms have three seconds before Kaia respawns. Mushrooms mature through three stages, with the youngest being helpless, the middle being able to shoot a single spore, and the oldest being able to fire a burst of three spores. You can speed up the growth of mushrooms by hoverng your mouse near them.