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JMickle
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« Reply #255 on: February 19, 2010, 11:44:12 AM » |
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- Music! Man, the music is really good, and so tense when you're about to die or fighting a boss. More games need dynamic music!
Thanks, and I agree, dynamic music can add so much to a game, and it doesn't really need to be that complicated. I think the main problems are that people don't know about it, and that people just don't know how to make it work. Luckily, Droqen was smart enough to make it work well 
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capnmikey
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« Reply #256 on: February 20, 2010, 01:51:09 PM » |
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Well kudos to you both on that one 
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Droqen
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« Reply #257 on: February 21, 2010, 07:46:46 PM » |
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Thanks a lot, capnmikey! Yes, I'll start this out by saying JMickle did a great job with everything I got from him :3 Combinations of sound worked well, and the sound effects are really nice (despite my initial rockiness on them).
Okay, on to the rest I guess:
Getting trapped: That should be somewhat more fixed in the latest version! Hanging onto a skill point just in case, though, sounds pretty interesting and I wonder if it pays off.
Probability health indicator: I think that one of the things I really like about it is it kind of shunts the player away from thinking about how many times he can die, and instead just thinks in terms of "I'm fine/I should probably avoid damage/I am about to die" and that kind of blends into "Try not to take damage".
Aerial melee: Yeah, running out of stars, especially in a star-heavy build, can get pretty tense and I like the situations you sometimes get stuck in -- you're left just momentarily helpless. Like a baby!
Anyway, I'm glad these fall under "ultimately ended up liking"!
Window: Yay :3 // Enemies: I think I kinda got lucky, ideas just kinda popped up and I scratched them together but I love the way they turned out! // Powerups: These I put way more thought into so I'm really glad they feel balanced :] I've realized that stars might be a bit overpowered come late game, but still I think there's a proper mix of things. Other abilities are still valuable! // Music: Again, yesss // Style: Haha I'm glad you like it; it was one of the first things I added and I don't regret a thing.
Yes, that bug has continued to elude me for the longest time :/
I do hope you look forward to the next one, it's coming (slowly!)
pen: Holy shit congratulations. You crazy bastard.
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Droqen
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« Reply #258 on: March 11, 2010, 08:35:39 PM » |
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I don't mean to bump my own thread :s but I've found a new favourite set of tools: - Star>
- Star^
- Stomp
- Attract
- Leap of Faith
There's nothing that comes at me that I can't handle! At least two possible attacks in every direction! 
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Gainsworthy
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« Reply #259 on: April 03, 2010, 03:37:42 AM » |
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I noticed this when the thread started and then something something something just played it yesterday. Wow. I'm really enjoying it. I love choosing perks and tools (any more in the pipeline?), it's quite stylish (and has a unique flair to it), the sound is great (do I hear some reactive music? I think I do!) and the initial savage difficulty is offset by the fact one improves with each playthrough. Me likey. Now, I haven't read through all of this thread, but the probability counter - it's cool, but is it just a gimmick, or is it giving me honest-to-goodness information in a bizarre candy coating? Either way would be nice, but knowing it's saying Something would be better. Glad to see some delicious finished content coming out of the Devlogs again! I think I should watch a little closer. 
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Droqen
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« Reply #260 on: April 03, 2010, 07:05:18 AM » |
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There is likely nothing more in the pipeline for the python-pyglet release of Probability 0; that said, there is less and less to discourage me from making a P0 remake or sequel, likely in Flash this time (and, unfortunately, with a little more user-friendliness).
Very glad you've enjoyed it and let me tell you to look at the text above the probability counter, for that will explain what it represents.
And :D yay! People are still finding this, and finding it great. What a successful first game I hope to top it soon, someday.
edit Careful about reading through this thread for fear of exposing, to yourself, your own crippling ineptitude because there are some people whose skill at this game frightens the heck out of me.
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Gainsworthy
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« Reply #261 on: April 04, 2010, 02:11:23 AM » |
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 Oh my goodness. I didn't Read. The Readme. Now, if you look deep into my post history you may find a post of mine evangelizing that delightful file. How it's been written with good intent and good faith. That a player should be expected to read it as part of playing the game. AND WHADDYA KNOW, P(Survival) is in the readme. Also, this is your first game? Marvelous! And even better! Thanks for the heads up about the monstrous high scores. I will remain blithely ignorant (for now), and state that my high score is at 948, and my low depth is at 0.449. Huzzah.
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James Daniello
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« Reply #262 on: April 04, 2010, 03:30:31 PM » |
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This game is awesome. The concept is strong but what got me the most was the presentation. Excellent execution!
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JMickle
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« Reply #263 on: July 04, 2010, 05:50:04 PM » |
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ok i apologize for the very nercomancatic post (yeah i made that word up) but I made an arrangement for the pzero theme that a few people were interested in hearing: http://www.box.net/shared/v8qzzcx1dathe music in the game is adaptive, meaning there isn't 1 file that you can just listen to, so I made this to appease people who liked it so much (thanks, guys  )
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baconman
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« Reply #264 on: July 10, 2010, 12:56:25 AM » |
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 Bugged and froze. What happened: Pushed off the screen upwards *while* collecting a P(Survival) increase power-up. Result, total hangup. No Esc, Alt-F4, nothing responded. Had to manually crash it. Really liking it, however. My "Talent" set: -Fighting Stance -Block Breaker -Knees -Spike Shield Top score (for first day): 335 pts/0.208 km and 286 pts/ 0.315 km
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