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TIGSource ForumsCommunityTownhallPONCHO - We have robots with hats!
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Author Topic: PONCHO - We have robots with hats!  (Read 4388 times)
Danny Hayes
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« Reply #20 on: September 09, 2014, 06:54:58 PM »

We actually have 5 areas before the one in our alpha demo, that compromises the tutorial, and this is easier. We'll see about adding them in an update.

And by the way, there's actually 53 powercells (those red things) in the demo. I'm good at hiding things...
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rj
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« Reply #21 on: September 09, 2014, 06:59:04 PM »

We actually have 5 areas before the one in our alpha demo, that compromises the tutorial, and this is easier. We'll see about adding them in an update.

And by the way, there's actually 53 powercells (those red things) in the demo. I'm good at hiding things...

clearly. i'll get back to it and try to find them all.

EDIT: oh hey i forgot to mention

please dear god make the text skippable/fastforwardable
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Danny Hayes
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« Reply #22 on: September 09, 2014, 07:21:28 PM »

ARe you interested in trying a different demo?
« Last Edit: September 09, 2014, 07:31:10 PM by DanHayesGamer » Logged

Danny Hayes
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« Reply #23 on: September 09, 2014, 07:31:45 PM »

Ok, so in your opinion, does this version feel better than the other one that's posted?

https://dl.dropboxusercontent.com/u/12190188/poncho%20web/poncho%20web.html
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rj
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« Reply #24 on: September 09, 2014, 07:55:56 PM »

Ok, so in your opinion, does this version feel better than the other one that's posted?

https://dl.dropboxusercontent.com/u/12190188/poncho%20web/poncho%20web.html

about to try this! will update you with my thoughts
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Danny Hayes
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« Reply #25 on: September 09, 2014, 07:57:52 PM »

Ok cool. The difference should be immediately obvious when you enter the forest
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rj
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« Reply #26 on: September 09, 2014, 08:03:36 PM »

the more extreme parallax is -much- clearer, yeah! wow. i'll keep you updated still on how much this offsets the rest of it!
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Danny Hayes
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« Reply #27 on: September 09, 2014, 08:06:43 PM »

Ok awesome, thanks for putting in the time to help us improve Poncho!  Smiley
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rj
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« Reply #28 on: September 09, 2014, 08:12:04 PM »

absolutely no problem! it's not only absolutely fantastic how much clearer it is, but it might even look better (it's about 50/50 in my mind but i'm leaning yes)

i just had a thought that would help ease frustration with these early jumping puzzles maybe 100 fold; currently, if a platform moves out from under you, you just fall.

why i think that's so unsatisfying right now is that it would make sense more if you just...moved with the platform? if you actually land it, it feels like a cheat to fall. but if the ground is moving, you should logically be moving with it. that's not to say that certain types of ground could be pulled out from under you (and that's a platformer trope that's stood the test of time!) but rather that i think in this early going it's too much too soon.

mind you, again, i can't stress enough how much better this is. i should have realized that increasing spacial distance between planes would make this much difference
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Danny Hayes
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« Reply #29 on: September 09, 2014, 08:15:21 PM »

Ah thanks! I may just update the public demo with this version. Thanks a bunch!

And yes, I'll make that text from the king at the start skippable. Smiley
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rj
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« Reply #30 on: September 09, 2014, 08:43:10 PM »

cool!

a few more notes, if you're not totally sick of me yet; there might be a bug in that you fall immediately when entering the area to the left from the platform through the trees on the right despite there clearly being a continuation of that platform. maybe that's an intentional thing. I dunno!

i forgot to mention how much i love the shop music.

i ended up with 55 cells at the end unless i miscounted? (earlier i had counted 17 because i didn't realize what was happening with them in the shop...once i grokked the basics of how the transactions were working i figured out what happened)

also i finally finished the demo; i like that it's possible to get into a no-win state (i assume that the final game would have a branching path if you run out of power cells before getting a gold key?)

all in all i'm excited for this game (if it wasn't clear from me spending five hours playtesting it for you for free)

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Danny Hayes
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« Reply #31 on: September 09, 2014, 08:55:48 PM »

Haha, Thanks alot! Yeah that's probably about all of them. Well done for finding them all! I've updated the main demo with the changes, I totally agree with this perspective.

In the final game, you'll always be able to beat it and get to the ending area no matter what, but yes, depending how you do certain puzzles and in what order you do things, certain paths will shut and others will open up. Smiley There is also a gold key in the shifting blocks level to collect, though, just in case for the demo.

The shop music is also probably my favourite, other than the junkyard king theme. ^^

I'm glad you had a good time in Poncho! It feels nice to know you enjoyed it.

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rj
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« Reply #32 on: September 09, 2014, 09:08:40 PM »

Haha, Thanks alot! Yeah that's probably about all of them. Well done for finding them all! I've updated the main demo with the changes, I totally agree with this perspective.

In the final game, you'll always be able to beat it and get to the ending area no matter what, but yes, depending how you do certain puzzles and in what order you do things, certain paths will shut and others will open up. Smiley There is also a gold key in the shifting blocks level to collect, though, just in case for the demo.

The shop music is also probably my favourite, other than the junkyard king theme. ^^

I'm glad you had a good time in Poncho! It feels nice to know you enjoyed it.




ok so that's another bug then i didn't even think about for some reason: the gold key in the block area didn't get added to my keys overall. i had to buy one from the shop to enter the junkyard
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RidiculousJohn
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« Reply #33 on: September 10, 2014, 02:27:34 PM »

I cannot beat the demo for the life of me. I suck, haha.
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Danny Hayes
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« Reply #34 on: September 10, 2014, 02:51:16 PM »

Haha, I guess the demo is pretty difficult... did you have fun though?
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matwek
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« Reply #35 on: September 11, 2014, 12:34:19 PM »

Going back over old assets to improve them.

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rj
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« Reply #36 on: September 11, 2014, 02:03:45 PM »

niceeeee
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Danny Hayes
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« Reply #37 on: September 12, 2014, 02:40:01 PM »

Hi guys, we've just done another development video diary for Poncho. WE'RE COMING TO OUYA! ^^

https://www.kickstarter.com/projects/1971413574/poncho-an-open-world-puzzle-platformer/posts/984067
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Danny Hayes
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« Reply #38 on: September 19, 2014, 09:00:49 AM »

Hey everyone,

We've just announced Poncho's stretch goals! We are now pursuing Vita and PS4 support! We've also made some updates and fixes to our demo and posted about let's plays. EGX is less than a week away, and I'm quaking in my boots. Though actually i'm not wearing boots, but i'm really, really, nervous. Azn

https://www.kickstarter.com/projects/1971413574/poncho-an-open-world-puzzle-platformer/posts
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Jack Odell
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« Reply #39 on: September 21, 2014, 11:08:35 AM »

Hi everyone, for anyone who's interested, I've put together a teaser EP for Poncho on my Bandcamp page.

https://jackodell.bandcamp.com/album/p-o-n-c-h-o-ep

Check it out if you want to listen to some of the tracks that will be in the final game.

Thanks.


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