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1025468 Posts in 41091 Topics- by 32696 Members - Latest Member: AVTeam

July 22, 2014, 07:26:53 AM
TIGSource ForumsFeedbackDevLogsJack the Reaper - SNES-inspired platformer (New demo and trailer)
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Author Topic: Jack the Reaper - SNES-inspired platformer (New demo and trailer)  (Read 89952 times)
Storsorgen
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« Reply #540 on: May 13, 2013, 11:44:00 AM »

This just keeps getting better and better Smiley
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Rakugaki-Otoko
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« Reply #541 on: May 13, 2013, 12:10:16 PM »

Thank you, all.

@beetleking22, I appreciate the compliments. I've already lengthened the first few levels to be longer, and this will be shown whenever I put out an updated demo. Can you tell me what you didn't like about jumping?
And I'm sorry, but saving in a shop will always cost a lot, because I don't want it to be an easily accessible thing for the player to have.
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beetleking22
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« Reply #542 on: May 13, 2013, 01:13:20 PM »

Thank you, all.

@beetleking22, I appreciate the compliments. I've already lengthened the first few levels to be longer, and this will be shown whenever I put out an updated demo. Can you tell me what you didn't like about jumping?

Maybe there is nothing wrong about jumping controller.. But I used like Super mario world slipery controller.. It might make the game easy tought..

And I'm sorry, but saving in a shop will always cost a lot, because I don't want it to be an easily accessible thing for the player to have.

Oh I see.. I really understant this then... it was hard collect them but really rewarding when you buy a save.

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TheMightyDefault
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« Reply #543 on: May 13, 2013, 04:23:37 PM »

The demo was great and a ton of fun!  I did find what seems to be a bug.  I can jump in the air, go in one direction, and spam the dodge button.  When I do this, I am able to get a little bit further before hitting the ground.  I reached a few ledges with this that would normally require a double-jump.

As far as slippery vs. sticky movement, I would prefer the movement the way it is now.  I think that sticky works better with a game like this.  It might just work better with the size of the sprites.
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Rumrusher
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« Reply #544 on: May 14, 2013, 01:21:48 AM »

 Feedback: just tested easy mode and notice a few things.

- You can't switch between easy and normal mode through options, and To play easy mode you have to start a new game.

I kinda find this a huge screw you to easy mode players since easy mode just taunts you with it's scarecrows while being able to save at the end of the level is okay it just means you're playing a demo of a demo in a way.

- This also means telling someone to "switch over to easy mode" equals to saying "normal mode is too hard, well too bad. Start over in easy mode and work your way back where you left off and don't expect any ending in this run ya manbaby" 

Someone coming from normal mode thinking it's to hard then switching the difficulty to easy thinking it will scale down the enemies and challenges like in other pc games (elder scrolls) will come to a rue awakening when you can't switch to bypass a hard gauntlet of levels by saving by beating it once(which easy mode has) and not saving by farming coins to gain the ability to save at the shop or prying to the RNG gods for one in normal mode. 

- I wonder if any of the removed tricks will be re-added in easy mode?

So far there no difference between easy and hard outside of saving restraints, and graphical changes to the healing items sprite the mode seems pretty bare bones and not really interesting I could say easy mode is a beginners trap.

- you die you get booted to the world map.

This isn't an issue for normal mode more so an issue for easy mode, dying being this big of a set back means the player has to replay the whole map. If their getting the ability to restart at the recent unlocked level after they game over then they should be able to get access to checkpoints in stages. maybe if they die they just get sent back to the start of the room their in.

so far my feedback on easy mode.

other stuff:

Oh and here some fanart of the first 'boss' in the game
it was quite a journey learn new things along the way.
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eyeliner
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« Reply #545 on: May 14, 2013, 02:52:35 AM »

Congrats on the game's identity. Looks great, and the character is quite stylish.

Good job so far. Smiley
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Yeah.
Rakugaki-Otoko
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« Reply #546 on: May 14, 2013, 08:21:28 AM »

@TheMightyDefault, ah yes, I've seen that bug before. I can only think of a few ways to combat it, one of which is to make it so that you can only dodge once in mid-air, but I'm not sure if that would be too pleasant for the player.

@Rumrusher, yes, you can not switch difficulties mid game, you have to choose one at the start of a new game and commit to it. I have never understood games that allow you to change the difficulty mid-game, it seems to cheapen the challenge, and I don't like that aspect so it's not in my game. It seems like a lot of people don't understand the sort of game I'm making here. It's not for everybody, especially people who can't commit to the game they're playing. I don't understand the lack of endeavor that's become a trend in games.

Easy mode is certainly supposed to taunt the player here. Beating it on easy provides no sense of accomplishment, and hopefully, that will tempt players to try and hone their skills and get better at playing the game to beat it for real on normal difficulty. If you noticed in the options screen, selecting easy mode gives the warning that you will not be able to see an ending. I firmly believe in "risk versus reward".

I'm sorry if I sounded harsh, but that is my stance on the matter.

Playing on easy could be a good introduction to this game for players who are not confident in their skills to carry them through, but eventually, they will have to get better to be able to reach the true ending. Usually, the harder a game is to beat, the more satisfying it is, don't you agree?

 I have been considering lowering the health of enemies if easy mode is being played, but I'm still on the fence on that.

I assure you all, playing the game on normal and finding the true ending will not be a disappointment. I've been planning and doing concept art for the final boss and ending out for almost a year now, and waiting until I finish every other part of this game so I can dedicate 100% of my attention into it. I want to make a game with an ending that will stick with people, be memorable for the rest of their lives, like the games from my childhood that I've experienced and wont ever forget. Then again, I shouldn't overhype anything, so that's all I'll say on the matter.

On a lighter note, thank you very much for the picture, Rumrusher! it's cute.
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Konidias
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« Reply #547 on: May 14, 2013, 08:44:29 AM »

Honestly I don't really believe in difficulty modes. Just have your game's difficulty curve up nicely and be done with it. I think there is too much hand holding in games nowadays.

I never used easy mode in any game I ever played because I also felt that it cheapened what the game was originally supposed to be.
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beetleking22
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« Reply #548 on: May 14, 2013, 12:42:08 PM »

Damn I hope this game is going to realese 3DS or Wii u some day.. I hope..
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godsavant
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« Reply #549 on: May 14, 2013, 01:59:16 PM »

I'm quite puzzled why so many people are clamoring for a release on Steam Greenlight or console marketplaces. The fact that you're typing a response means you have the resources to play Jack, right now. Do you just have an insatiable urge to pay money for something being offered for free? If it's about supporting the creator, I'm pretty sure Rakugaki-Otoko will have a donation link with the final release.

A portable version would be the only thing mildly sensible, although even then, I'd spend the majority of my bus rides just grinding out the $300 to save when I arrive.
« Last Edit: May 14, 2013, 02:06:02 PM by godsavant » Logged

beetleking22
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« Reply #550 on: May 16, 2013, 12:27:51 PM »

Sorry for bumping this thread.. but i was very wrong about the jumping thing.. When I beated the blue dragon boss.. I got from him some boost power-up ..It helped me so much with the landing.. so dont fix the jumping.. my bad my mad mistake..
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Rakugaki-Otoko
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« Reply #551 on: May 17, 2013, 03:31:25 AM »

@beetleking22, No worries.

Also, so I have something to show, I just got finished putting in the ability descriptions and prices in the shop, I'm sorry again for putting that off before and causing some confusion.



Also, why is there a plume of smoke in the background? You'll just have to wait and see.
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Rumrusher
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« Reply #552 on: May 17, 2013, 06:06:40 PM »

Feedback: What situation would you need a soul jar? There no need to horded souls(before the more than one soul on a slot exploit could shove 6 souls into a soul jar and you could stash those souls in a save level for later.)

Will there be a away to replay completed bonus levels in without having to start a new game?


so I notice something about the soul jar, after testing. If you happen to leave the soul jar with a soul in a level it disappears but you can go back to the shop and spend 100 bucks to retrieve the soul meaning you could end up burning 200 dollars on a item when you could have just went back to an earlier level to farm a soul.
oh and found this anomaly at the start of the first level


there's an invisible wall that you can walk under but can't jump over here.
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Rakugaki-Otoko
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« Reply #553 on: May 18, 2013, 05:01:59 AM »

The soul jar is used in situations where you would find a soul you want, but don't want to use it at the moment and you want to save it for later. Another situation would be if you're a cautious player, and you were heading through a difficult stage and you had an ability you're afraid of losing. You could keep that in the urn until you're in a safe place.

No, bonus stages are gone once they're finished in the playthrough you finish them in.

You should pick up the urn after you use it, never leave it anywhere, because it won't be there when you get back, the urn is an object you can throw out, but you should always keep it with you at all times. Touch it after you've thrown it out to grab it again, attack it to break it and release any captured soul you've obtained.

As for the odd invisible wall at the beginning of the first level, don't worry, I found that when I was redoing the first few stages, and have fixed it since then. This will be reflected in the next demo I put out.
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Rakugaki-Otoko
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« Reply #554 on: May 25, 2013, 06:09:55 PM »

New enemy (and recolor)
There weren't enough unique enemies that give the yellow, plant-based ability.

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