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999615 Posts in 39235 Topics- by 30648 Members - Latest Member: lonelytomato

April 24, 2014, 12:52:57 PM
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 7688 times)
bome99
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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.

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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
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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.

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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.
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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.

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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!!!
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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.
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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!

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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.

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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...
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bome99
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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.

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...

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

bome99
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« Reply #20 on: February 20, 2012, 07:52:53 AM »

Hi

Had some time to work on the game last week.

I started out by re-thinking the game.
The random level generator was a bit too much randomness at once. I had no way of controlling how the hero was going to progress through the dungeon.

So I stepped back a bit and decided to make a large number of rooms, and then assign them to  10 levels of the dungeon.
So for example from level 1-9 there are 20 different rooms you can get at random.



To get some randomness I have random enemy and random pickup spawns.

I made a gameplay video.

Added two new enemies, they shot at you.



This will be in the next update, I hope.


I did some sketches on enemies and powerup and addons for the hero.



New explosion as well, I really like this one!


And a new door that needs a key to unlock


It would be great to unlock new playable Characters through out the game.
I watched mojam this week and really liked the main character some maybe...


« Last Edit: March 05, 2012, 11:01:44 AM by bome99 » Logged

bome99
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« Reply #21 on: February 20, 2012, 01:06:09 PM »

Webplayer http://b-evil.dk/TheDiggingGame/

Webplayer is up again., I'm experiencing some serious input lag in Google Chrome, but for some reason it works fine in Explore and firefox. Let me know how it works for you.
« Last Edit: February 20, 2012, 11:17:06 PM by bome99 » Logged

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« Reply #22 on: February 21, 2012, 05:33:04 PM »

I played in Chrome with no problems.

I really like this game.

-Jumping can be weird. It was not what I was expecting it to be.
-A way of indicating firing rage might be cool.
-You probably already know this, but rats have a collision problem.

I got to level 7 on my second playthrough. There does seem to be good variety in your level generation, so kudos.
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bome99
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« Reply #23 on: February 22, 2012, 06:28:33 AM »

Awesome it worked in Chrome, must be my pc that's the problem then.

Yeah I think I'll re-write the jumping, maybe this weekend, need to work on a ladder system as well any way.
Nice idea I'll see what I can come up with, for showing firerange.
The rats suck Sad, but maybe I found a quick fix for it, I'll have it in, in the next update.

Thanks for playing and commenting :D
It all helps to make the game better!

Cheers
Bo
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« Reply #24 on: February 23, 2012, 12:11:27 AM »

Well, the Cave Story standard of "down to enter doors" is pretty accepted here, you could change jump to W and enter doors to S, making for a rather convenient KB+Mouse option.

I love-hate these kinds of games. The concept and gameplay in these are a kind I really love; but I'm on a netbook with a touchpad that doesn't respond while using keys. And for some reason, every time a cool game like this comes along, mouse-aiming is immediately factored in.

 Hand Any Key Angry Hand Shake Right WHYYYYYYYYYYYYY!?

Also, I would add either two tiles to your range, or make your gun fire visible projectiles the same way enemies do.
« Last Edit: February 23, 2012, 12:19:26 AM by baconman » Logged

bome99
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« Reply #25 on: February 23, 2012, 01:44:31 AM »

Ok, I'll shift my focus to get the controls right before I go any further with the rest of the game.

The enter door on "S" and jump on "W" seams like a standart Wink I'll do that.

Just for you @baconman (because of your awesome name) I'll try an arrow key shoot option, so you can chose between mouse shooting or key shooting.

Visible projectiles on the shotgun is a good idead as well.
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« Reply #26 on: February 23, 2012, 07:38:37 PM »

Baconman, a USB mouse is a good investment to go with a laptop - especially with a trackpad like that.

This game continues to impress  Beer!

I second using "W" to jump. There's some dim frustrating feeling I feel whenever I reach over to space with my thumb to jump.
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« Reply #27 on: March 05, 2012, 11:26:58 AM »

Hi guyz

quick reply here.

Updated gameplay: LADDERS!!
I'm seeing some collision problems let me know if you hit them  Well, hello there! Tongue

Some new graphics assets has entered the game as well.

Still more and more problem with the webplayer Sad so please download and test http://b-evil.dk/TheDiggingGame/99LevelsToHell.rar there are both windows and mac versions now.

Theme and logo animation for the game is DONE!! got some help from Nils (co-woker) with the fire, and Dalle (a good friend) wrote the music and will be writing more.
take a listen. http://www.youtube.com/watch?v=OD3tveWqUX0

I'm trying to raise some money for the game as we speak, I'll let you know if I'm successful.

Cheers
Bo

ps. like on face https://www.facebook.com/pages/99-Levels-To-Hell/401896823158152
« Last Edit: March 08, 2012, 12:59:30 AM by bome99 » Logged

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« Reply #28 on: April 20, 2012, 02:54:14 AM »

I started a devlog http://forums.tigsource.com/index.php?topic=25673.0 since it kinda was what I was doing in this thread, sorry.

I'll still post in this thread when new demos are released.

Cheers
Bo
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« Reply #29 on: May 04, 2012, 04:35:05 AM »

Ok so I have a new build up!

Added Lights, shop, portals, some weapons, tutorial level, and tweeked gameplay!



http://b-evil.dk/TheDiggingGame/download.html

The game stops at level 10. (there will be a boss fight later on.)

Next up is boss fight and powerups.

so go download and play!!
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