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October 30, 2014, 07:52:32 AM
TIGSource ForumsFeedbackPlaytesting99 Levels To Hell Beta! 1.0.0 is live!
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Author Topic: 99 Levels To Hell Beta! 1.0.0 is live!  (Read 9114 times)
bome99
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« on: December 02, 2011, 12:17:38 AM »


The game is now on Steam Greenlight please us get on steam.


Get the Demo here
http://www.indiedb.com/games/99-levels-to-hell/downloads
Get the game here
http://underground.indiecity.com/game/99-Levels-To-Hell
http://www.desura.com/games/99-levels-to-hell

Free Demo here http://www.indiedb.com/games/99-levels-to-hell/downloads

Beta Trailer:

What is 99 Levels To Hell
99 Levels to Hell is a platform shooter with lots of guns, upgrades, magic, traps and monsters to kill.


99 Levels to Hell is a rogue-like, which means surviving is key and every time you play you get a new set of levels to play.
When you complete 10 levels, the 10th being a boss-fight you unlock a door to the next dungeon.


Hidden in the darkness of the dungeons are shops, casinos and elevators.


And if you search the dungeons carefully, you might find secret rooms that unlock more of the story, and free new adventurers, you can play as in your next game.









Press site:
http://b-evil.dk/99LevelsToHell/

Facebook https://www.facebook.com/pages/99-Levels-To-Hell/401896823158152
GO DIG!
You can follow development of the game here http://99levelstohell.blogspot.com

Let me know what you think.

Cheers
Bo
« Last Edit: September 23, 2012, 01:39:06 AM by bome99 » Logged

heitortsergent
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« Reply #1 on: December 03, 2011, 10:30:52 AM »

Hey @borne99.

I played your demo for a bit and I enjoyed it. Have you thought about making the key W jump as well? And maybe increase the jump so the player can go two blocks up? Also, I noticed that if you shoot the bullet up, it slows down and even falls, is that on purpose?

I'd definitely like to see what you can do with powerups, different weapons and enemies Smiley.
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« Reply #2 on: December 03, 2011, 12:07:45 PM »

Sometimes those steel blocks would destroy themselves when I passed them, and other times they wouldn't. Not sure why.

Sometimes the coins would spawn surrounded by steel blocks, making them inaccessible. Sometimes getting to one star would mean I couldn't get to other blocks on the other side of the screen but higher than me, because you can only jump one block up.

The player's movement speed seems too slow for this type of game.

Background music would go a long way to avoid boredom in this kind of game, and variation in the environment. Perhaps having things that could kill the player? e.g. water that falls when you destroy the block it's on, killing you if you're under it.

Neat demo though, controlled smoothly for the most part. Another thing to note though is that the bullets don't move faster than the player moves (making instances where I'd run past the bullet). The bullets also spawn from the bottom left of the player rather than the center or side that you're shooting - so shooting to the right has the bullet start on the left side, cross over the player and then get to whatever you're shooting at, which can make it very slow when you're shooting at a wall directly to the right of you.
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bome99
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« Reply #3 on: December 07, 2011, 01:58:25 AM »

Hi there!

Sorry for the late answer, been busy at work.

The game is still in it's earliest state, so a lot lot things needs to be fixed.

@Dale.Luck I added almost all of your post the list Smiley thanks a lot.

But to reply to a few.
Some of the walls are meant to crumble when you hit them, but they shouldn't be grey as the solid walls. Maybe light brown.
Music is on the way, some ambient not that noticeable I think.
The random level spawn, is not done so sometimes you'll get coins you can't collect, or maybe you won't even be able to complete a level, but I'll work on that.

@heitortsergent
Yeah thought about making w jump. but i want to have ladders in the game, so I'll need it for climbing.
Jump will be increased though powerups as well as move speed and shooting.
You have a really good point about the gravity on the bullets, maybe I'll delete that.

Again, thanks a lot!!
I love this forum you always get really solid critic on your stuff. I really have to spend more time in here.
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« Reply #4 on: December 11, 2011, 01:15:35 PM »

Hi

I finally had the time to do some more work on the game.

Mainly doing some art for the game.

The Hero!
A magician with a grudge with the devil.


Collect gold

Ladder

Bomb

Rocks


I added "hearts" and "bombs".
They are meant to be pickups or shop items later on.

I've been working on a Ladder as well but couldn't get it to work right, so it'll go in the game later on.

Still to come:
Jump powerup
Collect bombs and hearts
Enemies!
maybe water and fire
better magic sticks
Level counter and progression





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bome99
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« Reply #5 on: December 14, 2011, 01:23:27 PM »

Ok, did some more work here.

Over all polish of existing elements.
Added particles, sounds and music as well.
http://soundcloud.com/doublestone/99-level-to-hell

I also made some script changes that will make it a lot easier to make new weapons and enemies.

Let me know what you think, big things are coming up soon!!  Well, hello there!
« Last Edit: December 15, 2011, 12:48:13 AM by bome99 » Logged

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« Reply #6 on: December 15, 2011, 08:56:11 AM »

The art assets, sound effects and music definitely make it better, but overall it still doesn't give much motivation to carry on. Perhaps adding a time limit to each level or having different themes to them.

Also, weird bug, at one point I picked up all the gold nuggets in the level and the counter said 10/9.
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bome99
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« Reply #7 on: December 16, 2011, 02:26:00 AM »

Yeah I know.
Thanks, I'll see if I can fix the Gold problem.
Time limit hmm maybe, themes are on the to do list Wink
Also if you drop a bomb near a crumble wall the explosion acts wird, gotta fix that.

Still need to make enemies and power ups, for the game be playable.

The plan for the game is like this.

9 levels
Boss fight
9 levels (different environment hasards and enemies)
Boss fight
and so forth up to 99. Last level 100 big boss fight with the devil.

I want about 20 different boss' that gets chosen at random on the way down to hell.
The game will change when you get power ups like wings or magic.
« Last Edit: December 16, 2011, 02:43:54 AM by bome99 » Logged

bome99
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« Reply #8 on: December 21, 2011, 05:27:32 AM »

Hi all

So I've got the level progression working! you can now see what level you are playing.
The first 9 levels works, they spawn random, but still needs tweaking.
Level 10 should be a boss fight, but I'm still working that.

I got my first enemy in the game as well THE BAT!!
He is totally basic, moves around and changes direction when he hits a wall.

You can now collect Hearts and Bombs.
And start out with a Pick Axe, but you can find new weapons in treasure chests.

On my to do next is a shop so you can spend your gold.
More enemies and weapons.
After that power ups.

Have fun and happy holidays!
Bo
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« Reply #9 on: December 30, 2011, 10:17:22 AM »

Hi all

I added some new features and graphics.


New enemy, the rat.


And some new weapons
the canon
the sniper
and the shotgun

Still working on the first boss fight and the shop!
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« Reply #10 on: December 31, 2011, 05:04:36 PM »

I really enjoyed some of the elements in this game. I love 'digging' games when the mechanic is used to good effect. This has potential, although it feels somewhat easy at the moment, as soon as you get used to the mechanics. Some levels I really didn't have to think too hard about.. I just kinda blasted my way through.

I'm guessing each set of 10 levels is planned to have a different 'theme'? That would give a good sense of progression and accomplishment.

Graphical style is decent enough. Just realised I had the sound turned off, so I'll have to give me opinion on that when I play a later build.

Good luck.
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« Reply #11 on: January 01, 2012, 05:13:02 AM »

thanks.
Yes it is still in sandbox mode and way to easy.
I'm working on a key mechanic, so you need to collect the key before you can exit. Some levels you need to kill all enemies before you can get the key.

Yes a lot of themes!
It'll change every 10th level after a boss fight and short story.

I think I might use this, to help me with the themes.
 
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« Reply #12 on: January 01, 2012, 08:33:10 PM »

EDIT:  Never mind, it seems to be working after a browser reboot.

This game looks addicting and enjoyable, I look forward to you finishing this -- BIG TIME!  I'll beta test this til I die.

Do you mind if I offer some suggestions at this point?  If you mind, well, stop reading here.  LOL!  Here's some ideas I had playing the game, feel free to use whatever, however, or just ignore them.

Try to make it where creatures don't spawn on the top layer.  It was frustrating to spawn and get immediately damaged.
If you do add a store, consider moving the cooler weapons into that.  Also, please don't sell hearts... they should stay rare.  It makes the game more challenging.
If you go with the "themes" for each level bracket (1-10, 11-20, etc), do you intend to add a boss at the end of each bracket?  Consider adding a miniboss somewhere around the midpoint or so.
Also, if the brackets are 1-10 and you do the "9 levels of hell" theme, make the final levels (91-99) super stupid HARD.  Like, mini-bosses everywhere.
Consider scaling the difficulty of the monsters you have now.  The rats move really fast and chew through walls.  Maybe introduce a larger creature further into the game that does that, but have these tiny rats a bit more... well, chump.  Additionally, adding a creature that flies diagonally and/or ignores the simpler blocks would prove interesting at a later level (escaped lost souls, perhaps).

Anyway, I see a lot of potential for this game.  Wish you luck, please keep us updated and don't quit!  :D
« Last Edit: January 01, 2012, 09:03:23 PM by smashboy » Logged

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« Reply #13 on: January 01, 2012, 08:58:38 PM »

I played for a bit. Couldn't have taken more than 10 minutes to get through it, even with several deaths and replaying to try different strategies. Sorry I didn't time it. I think when I made it through I had roughly 17 pieces of gold if that helps you balance things. I wasn't going out of my way to get it though.

Feedback:

The red hat when you get damaged is kind of counter intuitive. I thought for a while that the red meant I was vulnerable for the time the hat was red... It turns out it the player looses lives as they come in contact with enemies, right?

You need something to do with the gold. A shop after a certain number of levels could be good. This mechanic would also help motivate 99 levels if there were good things to buy. A shop might clash with the Dante theme though. Dante is more about enlightenment and the nature of God, while a shop is about becoming more powerful and capitalism.

In general, it is difficult/un-fun to move upwards. This is because you must shoot to make a gap, but not just shoot where you want to go b/c you have to make ledges. Up movement being bad isn't too much of a problem because there is little reason to go up in this game. That may be a problem though. Essentially, there is little reason for the player to not just point the gun down and drop through to the next level.

Also, I was able to get stuck. I ran out of bombs and got stuck in some rocks. I assume that is just a glitch as of now. I don't recommend allowing that situation to occur, of course.

It isn't too fun fighting with the bad guys. Some of them are just sitting ducks. Others are very difficult to kill without taking a hit. My instinct was to just spam them to death though. I tried playing with more care and strategery and found that pretty much the best way to deal with the enemies is to completely avoid them. This kind of play was significantly less fun.

The song is a little portal-ish. Not that that is inherently bad, its just it seems a little tech-ish for a game about bats and guns and digging and hell. Also the main character wears a top hat, which is kind of an old fashioned thing. (The song also gets annoying after a while.) You could get away with some bitchin' pipe organ stuff probably. Just don't get annoying with it and save the really good stuff for the important parts.

Graphics are ok. The best part of the visuals are the particle effects. I have mixed feelings about not being able to see the main character's eyes. It makes him feel untrustworthy.

Not sure if I like the title. I think the "99 Levels" part is what is getting at me. It describes the game, (Assuming of course that the final game has 99 levels!), but that's all it really does. If you are going with the Dante theme, which I think is a good idea, you might be able to get some names from that.

All in all its a good start with potential. Keep it up!
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« Reply #14 on: January 01, 2012, 09:17:55 PM »

I played for a bit. Couldn't have taken more than 10 minutes to get through it, even with several deaths and replaying to try different strategies. Sorry I didn't time it. I think when I made it through I had roughly 17 pieces of gold if that helps you balance things. I wasn't going out of my way to get it though.

Feedback:

The red hat when you get damaged is kind of counter intuitive. I thought for a while that the red meant I was vulnerable for the time the hat was red... It turns out it the player looses lives as they come in contact with enemies, right?

I agree with this.  Need some other method to indicate damage taken, in a visual sense.  I didn't assume invulnerability, though.

Quote
You need something to do with the gold. A shop after a certain number of levels could be good. This mechanic would also help motivate 99 levels if there were good things to buy. A shop might clash with the Dante theme though. Dante is more about enlightenment and the nature of God, while a shop is about becoming more powerful and capitalism.

Um, well, I don't think this is supposed to be a complete and thorough lecture on Dante's literature, I think it's just supposed to be a fun and distracting romp through a video game.  And, as we know, "shops" are a staple of gaming.

Quote
In general, it is difficult/un-fun to move upwards. This is because you must shoot to make a gap, but not just shoot where you want to go b/c you have to make ledges. Up movement being bad isn't too much of a problem because there is little reason to go up in this game. That may be a problem though. Essentially, there is little reason for the player to not just point the gun down and drop through to the next level.

I prefer it this way, I think it should be difficult to move upwards.  It should take planning and strategy to move through the entire map.  That being said, there needs to be an algorithm that prevents "trapped" spaces.  i.e., pieces of gold getting stuck amidst four unbreakable blocks and the like.  If he implements the "key" mechanics as he suggested, there will be a lot of reasons to move upward.

Additionally, I think the bottom layer should NOT be empty.  It should populate blocks and monsters, just like every other layer.

Quote
Also, I was able to get stuck. I ran out of bombs and got stuck in some rocks. I assume that is just a glitch as of now. I don't recommend allowing that situation to occur, of course.

I've yet to personally get "stuck" anywhere, but if you add an item in your store that allows you to spend one gold chunk to boost your jump speed for a single jump, you will not only add a gold sink to the game, but an additional feature that won't get overused.  I think that would solve the issue brought up here.

Quote
It isn't too fun fighting with the bad guys. Some of them are just sitting ducks. Others are very difficult to kill without taking a hit. My instinct was to just spam them to death though. I tried playing with more care and strategery and found that pretty much the best way to deal with the enemies is to completely avoid them. This kind of play was significantly less fun.

I agree, to a point.  However, the game should be progressive.  Personally, I believe you should have the game maps be almost entirely simple blocks and a couple of empty spaces with gold and monsters, and slowly progress to more "cracked" blocks, unbreakable blocks and tougher/more frequent monsters.  The final levels should practically be a maze, and would make it more interesting if the exit portals were not in the same place.  Consider having spooky/demonic "bubbles" guarding the exits until a certain criteria has been met.  Also, time limit.  Totally time limit this stuff.

Quote
The song is a little portal-ish. Not that that is inherently bad, its just it seems a little tech-ish for a game about bats and guns and digging and hell. Also the main character wears a top hat, which is kind of an old fashioned thing. (The song also gets annoying after a while.) You could get away with some bitchin' pipe organ stuff probably. Just don't get annoying with it and save the really good stuff for the important parts.

Uh... well, you are on your own here.  I loved the music.  I listened to the music even when I wasn't playing the game.  LOL

Quote
Graphics are ok. The best part of the visuals are the particle effects. I have mixed feelings about not being able to see the main character's eyes. It makes him feel untrustworthy.

I don't think this is relevant, honestly, as the graphics don't detract one bit from the gameplay, but I respect the opinion nonetheless.  It'll be good for the OP to hear all critiques.

Quote
Not sure if I like the title. I think the "99 Levels" part is what is getting at me. It describes the game, (Assuming of course that the final game has 99 levels!), but that's all it really does. If you are going with the Dante theme, which I think is a good idea, you might be able to get some names from that.

Again, this is just a game for the fun of it, not to be taken nearly as seriously as Dante's literature.  I think the name is perfect as is.  I am totally on this game's bandwagon here.  We'll be seeing 99 Levels Cosplay in a couple years!

Quote
All in all its a good start with potential. Keep it up!

Agreed!
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« Reply #15 on: January 03, 2012, 01:28:42 AM »

Hi guys!

Thanks a lot, this is awesome, I'm glad you liked the game.

SmashBoy:
Yeah I have to fix the top layer so you don't get attacked right away, think I'll spawn ground around the door and make sure not to spawn rats on the top layer.

I'm adding a shop. At first I wanted it to have general stuf like bombs and hearts. But Hearts should be really expensive. I want the weapons to be rare and to be unlocked as you play the game again and again.
For example you might unlock the sniper by reaching level 50.

BOSS fights!!
yes there will be boss fights at every 10th level. I want around 20-30 different boss' so you get them random.

Larger monsters are on the way, I'm still working on my monsterscript.

I played for a bit. Couldn't have taken more than 10 minutes to get through it, even with several deaths and replaying to try different strategies. Sorry I didn't time it. I think when I made it through I had roughly 17 pieces of gold if that helps you balance things. I wasn't going out of my way to get it though.

Feedback:

The red hat when you get damaged is kind of counter intuitive. I thought for a while that the red meant I was vulnerable for the time the hat was red... It turns out it the player looses lives as they come in contact with enemies, right?

I agree with this.  Need some other method to indicate damage taken, in a visual sense.  I didn't assume invulnerability, though.
Right now you are invulnerable when you are red, I think I have to change it so you blink instead. I'll make a hurt sound and add blood when you get hit that should help.

Quote
Quote
You need something to do with the gold. A shop after a certain number of levels could be good. This mechanic would also help motivate 99 levels if there were good things to buy. A shop might clash with the Dante theme though. Dante is more about enlightenment and the nature of God, while a shop is about becoming more powerful and capitalism.

Um, well, I don't think this is supposed to be a complete and thorough lecture on Dante's literature, I think it's just supposed to be a fun and distracting romp through a video game.  And, as we know, "shops" are a staple of gaming.
Shop is coming, yeah i'm not going totally by the Dante story. Working on my own With a jealous King and a lost kingdom.

Small teaser
"In the land of Splendestia where all is good and well. This horiffic story starts which I'm about to tell"
Wink
Quote
Quote
In general, it is difficult/un-fun to move upwards. This is because you must shoot to make a gap, but not just shoot where you want to go b/c you have to make ledges. Up movement being bad isn't too much of a problem because there is little reason to go up in this game. That may be a problem though. Essentially, there is little reason for the player to not just point the gun down and drop through to the next level.

I prefer it this way, I think it should be difficult to move upwards.  It should take planning and strategy to move through the entire map.  That being said, there needs to be an algorithm that prevents "trapped" spaces.  i.e., pieces of gold getting stuck amidst four unbreakable blocks and the like.  If he implements the "key" mechanics as he suggested, there will be a lot of reasons to move upward.

Additionally, I think the bottom layer should NOT be empty.  It should populate blocks and monsters, just like every other layer.

Quote
Also, I was able to get stuck. I ran out of bombs and got stuck in some rocks. I assume that is just a glitch as of now. I don't recommend allowing that situation to occur, of course.

I've yet to personally get "stuck" anywhere, but if you add an item in your store that allows you to spend one gold chunk to boost your jump speed for a single jump, you will not only add a gold sink to the game, but an additional feature that won't get overused.  I think that would solve the issue brought up here.
It would be great with jump and speed power up's, I'll look into that, it might affect the controls a bit. I was also thinking about letting you "pay" for a bomb with a heart if you get stuck Wink  evil yes, but fun.
Yes the "key" is coming in the next update. We'll se how that effects gameplay. I might have to make an algoritme that checks if you are able to complete the level. But there might be an easier solution I'm looking into that.
Quote
Quote
It isn't too fun fighting with the bad guys. Some of them are just sitting ducks. Others are very difficult to kill without taking a hit. My instinct was to just spam them to death though. I tried playing with more care and strategery and found that pretty much the best way to deal with the enemies is to completely avoid them. This kind of play was significantly less fun.

I agree, to a point.  However, the game should be progressive.  Personally, I believe you should have the game maps be almost entirely simple blocks and a couple of empty spaces with gold and monsters, and slowly progress to more "cracked" blocks, unbreakable blocks and tougher/more frequent monsters.  The final levels should practically be a maze, and would make it more interesting if the exit portals were not in the same place.  Consider having spooky/demonic "bubbles" guarding the exits until a certain criteria has been met.  Also, time limit.  Totally time limit this stuff.
I'm still working on my monster script, I'll get better Wink.
But yes the gameplay suffers here, I have to diside if I want the player to clear the level (kill all monsters) or avoid them though maze gameplay.
I'm not that keen on the time limit.

Quote
Quote
The song is a little portal-ish. Not that that is inherently bad, its just it seems a little tech-ish for a game about bats and guns and digging and hell. Also the main character wears a top hat, which is kind of an old fashioned thing. (The song also gets annoying after a while.) You could get away with some bitchin' pipe organ stuff probably. Just don't get annoying with it and save the really good stuff for the important parts.

Uh... well, you are on your own here.  I loved the music.  I listened to the music even when I wasn't playing the game.  LOL
I made the music myself, but I have ask one of my friends which much better at that stuff, to help me out.
So we'll have to wait and see what he come up with. But organ would be awesome!!!
Quote
Quote
Graphics are ok. The best part of the visuals are the particle effects. I have mixed feelings about not being able to see the main character's eyes. It makes him feel untrustworthy.

I don't think this is relevant, honestly, as the graphics don't detract one bit from the gameplay, but I respect the opinion nonetheless.  It'll be good for the OP to hear all critiques.
i'm going for the no eyes hero hehe.
but it's not final, it might change.
Quote
Quote
Not sure if I like the title. I think the "99 Levels" part is what is getting at me. It describes the game, (Assuming of course that the final game has 99 levels!), but that's all it really does. If you are going with the Dante theme, which I think is a good idea, you might be able to get some names from that.

Again, this is just a game for the fun of it, not to be taken nearly as seriously as Dante's literature.  I think the name is perfect as is.  I am totally on this game's bandwagon here.  We'll be seeing 99 Levels Cosplay in a couple years!

Quote
All in all its a good start with potential. Keep it up!

Agreed!

I kinda like the name, but we'll see if I get to 99 levels. :D

Thanks again, it's great to get so much good feedback.

Cheers
Bo
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« Reply #16 on: January 03, 2012, 09:12:09 AM »

Sounds interesting. Will check out some day.
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« Reply #17 on: January 03, 2012, 02:45:57 PM »

I'm still working on my monster script, I'll get better Wink.
But yes the gameplay suffers here, I have to diside if I want the player to clear the level (kill all monsters) or avoid them though maze gameplay.
I'm not that keen on the time limit.

IMO, I think it'd be cool to have alternating criteria.  Ever play a game called Dark Cloud (the original)?  They randomly generated levels, but some levels were always "special" levels, in that they limited certain actions.  You should consider adding something like that in this game.

Examples:
Level 16 requires killing all monsters.
Level 24 prevents you from using bombs.
Level 31 has a time limit of 45 seconds.
Level 42 requires collecting all gold and hearts.
Level 57 requires killing AND collecting everything on screen.
Level 60 has no monsters or gold, but is a complete maze with a time limit.
JUST EXAMPLES, of course -- play with this as you see fit.

However, I know you said you aren't into time limits... but I'm telling ya, they'd make every 4-5 levels that much more interesting.  Especially if you don't know which levels will be time limited (randomized at a 20-25% chance, perhaps?).  I, personally, as someone playing this game, would enjoy things like this with the game.

Quote
I made the music myself, but I have ask one of my friends which much better at that stuff, to help me out.
So we'll have to wait and see what he come up with. But organ would be awesome!!!

PLEASE KEEP THIS SONG AS-IS!  It's freaking awesome, I'm dead serious.  On that note, consider having a new song for each level bracket (to signify a new set of mysteries and dangers).

If you DO change it, please keep the original, I'll make a deal with you in the future to use it in one of MY games.  LOL

Quote
Thanks again, it's great to get so much good feedback.

Cheers
Bo

You're welcome.  I have checked out a number of games on here, and this is one of the few that I *personally* think has a great deal of potential.  Please post anytime you update.  I look forward to seeing this game as it evolves.

If you ever need any help, buzz me anytime.  Can message me here or email me at [email protected].

By the by, I don't recall if you've said... will you be porting this to handhelds?

-Blue


EDITED because I fail at previewing posts before submitting.  Had some cleaning up to do...
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« Reply #18 on: January 05, 2012, 02:16:59 AM »

I'm still working on my monster script, I'll get better Wink.
But yes the gameplay suffers here, I have to diside if I want the player to clear the level (kill all monsters) or avoid them though maze gameplay.
I'm not that keen on the time limit.

IMO, I think it'd be cool to have alternating criteria.  Ever play a game called Dark Cloud (the original)?  They randomly generated levels, but some levels were always "special" levels, in that they limited certain actions.  You should consider adding something like that in this game.

Examples:
Level 16 requires killing all monsters.
Level 24 prevents you from using bombs.
Level 31 has a time limit of 45 seconds.
Level 42 requires collecting all gold and hearts.
Level 57 requires killing AND collecting everything on screen.
Level 60 has no monsters or gold, but is a complete maze with a time limit.
JUST EXAMPLES, of course -- play with this as you see fit.

However, I know you said you aren't into time limits... but I'm telling ya, they'd make every 4-5 levels that much more interesting.  Especially if you don't know which levels will be time limited (randomized at a 20-25% chance, perhaps?).  I, personally, as someone playing this game, would enjoy things like this with the game.

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I made the music myself, but I have ask one of my friends which much better at that stuff, to help me out.
So we'll have to wait and see what he come up with. But organ would be awesome!!!

PLEASE KEEP THIS SONG AS-IS!  It's freaking awesome, I'm dead serious.  On that note, consider having a new song for each level bracket (to signify a new set of mysteries and dangers).

If you DO change it, please keep the original, I'll make a deal with you in the future to use it in one of MY games.  LOL

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Thanks again, it's great to get so much good feedback.

Cheers
Bo

You're welcome.  I have checked out a number of games on here, and this is one of the few that I *personally* think has a great deal of potential.  Please post anytime you update.  I look forward to seeing this game as it evolves.

If you ever need any help, buzz me anytime.  Can message me here or email me at [email protected].

By the by, I don't recall if you've said... will you be porting this to handhelds?

-Blue


EDITED because I fail at previewing posts before submitting.  Had some cleaning up to do...

Thanks!

I like you ideas of changing the win conditions through out the game.
Your examples are great, I'll have that in mind, when I start designing the levels for good.
Great you like the music :D if I don't end up using the song you can have it Wink

It might be a while before the next update. Have a lot on my plate, at work, the next few months.

I was thinking iPhone, iPad & Android, but I haven't quite figured out how to make the controls work. It'll have to be some sort of dual joystick, but lets see, right now I want a great version work for PC.

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bome99
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« Reply #19 on: January 31, 2012, 06:26:44 AM »

Hi Guys

I'm gonna pickup this game again soon!!!

I made a new Bat!!



This is much closer to what I want the game to look like,

I've got one of my good friends to help me with the music. He made the most awesome Halloween Theme Cover, check it here.
http://soundcloud.com/isawyouletgo/halloween-metal-cover
He also made a Silent Hill Theme Cover.
http://soundcloud.com/isawyouletgo/silent-hill-theme-metal-cover

The plan is to mix his dark sounds with my 8 bit like, game sounds.

I also just posted a blogpost on our company blog, about the 2d graphics of our next indie release.
http://zaxisgames.blogspot.com/
Have look, it's pretty much the same way I'm doing this game.

Cheers
Bo
« Last Edit: January 31, 2012, 06:42:27 AM by bome99 » Logged

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