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TIGSource ForumsDeveloperPlaytestingNarcissus - Playable Build
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AlexVsCoding
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« Reply #20 on: December 09, 2013, 08:07:04 PM »

I have an idea. Make every key above asdfghjkl;' Move player one and every key including and below asdfghjkl;' move player two (so the keyboard is split horizontally) That way you have way more flexibility with controls.


http://www.stencyl.com/game/play/9768
Just implemented a heap of improvements:
24 out of 26 letters on keyboard bound to player movement (e.g. one half of keyboard one player and vice versa)
Updated Logo
Timer function restarts level if the players reach the finish and the level doesn't transition.
Fixed performance issues and bug fixes
First level tweaked
Threw out loads of old resources to clear space.
Literally need to finalize the audio and Narcissus is nearly done and dusted ^^
« Last Edit: December 09, 2013, 08:13:47 PM by AlexVsCoding » Logged

AlexVsCoding
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« Reply #21 on: December 23, 2013, 04:42:10 PM »

Hey folks!

The soundtrack has been revamped by my good friend Luke Smith and a selection of extra in game noises have been added. I'm getting pretty close to completion with the flash demo, so please find the list at the top of the testing page - all feedback is welcomed with open arms.

Hope you have fun!

http://www.stencyl.com/game/play/9768
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PeteHuf
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« Reply #22 on: December 23, 2013, 05:57:55 PM »

1.Did you manage to complete the game?
No

2.If no, which level did you reach?
11

3.Keyboard Layout - Alternate suggestions for controls?
I was find using up/down

4.Is the learning curve steady enough?
I had no deaths until reaching level 4, then couldn't make it past the first jump. I was able to get that far by jumping both guys at the same time right at the edge of the platform. I may not be coordinated enough to manage two guys, but it felt like a big difficulty spike to me.

(After playing on low speed mode I realized you could just let one guy drop and only need to jump for one of them. If you want to smooth this perceived difficulty spike out you could add ceilings there to make it more obvious that one runner shouldn't be jumping.)

5.Did you find any bugs or inconsistencies in gameplay?
No

6.Were the characters clear enough?
Yes

7.Was the moon/sun distracting at all?
No

8.How did the gameplay change when a second player was introduced?
Sorry, I don't have anyone else around so I can't comment on this.

9.Did you try the different speed settings?
Yes, but only after reading this question. Smiley It helped me see what to do on level 4.

10.Did your characters disappear off the screen and not come back at any point?
No

11.What was your favorite level and why?
Level 10, I bet it looks really cool with two players playing.

12.What was your least favorite level and why?
4 because of the perceived difficulty spike.


Also, if you haven't seen a Bubble Bobble speedrun I highly recommend. This game reminded me of how coordinated the players are. http://speeddemosarchive.com/BubbleBobble.html
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IndiePendant
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« Reply #23 on: December 26, 2013, 05:44:31 PM »

That was awesome!
you should eventually add power-ups n; what not.
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-IndiePendant
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