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TIGSource ForumsDeveloperPlaytestingRemaddening (madnessMADNESSmadness 2)
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Author Topic: Remaddening (madnessMADNESSmadness 2)  (Read 2201 times)
NAL
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« on: April 09, 2010, 06:03:49 PM »



Remaddening, the sequel to madnessMADNESSmadness (and shortened preferrably to either Rm or just mMm2), builds off the original in several ways. It incorporates changes that were necessary from the start and frequently suggested.

Firstly, the graphics have been smoothened (though not changed). An overlay is used to make the colouring of the walls completely smooth, and each block is drawn with double the triangles to reduce the cornery bits where roundness should have been.

Instead of a single looping level, there are now three variants of it - Classic (the unaltered original), Easified (the wall starts off slower and the level is easier, with less spikes, less holes and more leeway), and Hardened (tons more spikes and requires a huge level of agility to perfect). On top of this, No Backsies is a mode where you only control your jumping, the level you are given requires no backtracking, you move right automatically and the wall is going at the same speed as you at all times.

Finally, something much requested on mMm - there is a procedural generation mode. This is done carefully to ensure nothing is impossible; nevertheless, it's entirely randomised, unpredictable, and works smoothly and effectively. It is also a continuous generation - it doesn't make some level then loop it, it simply creates as you follow its path and removes itself when done with.

An NTP-esque colourisation tool is included to give it a little graphical variety, allowing you to modify the colours of all the items in-game. This is automatically saved and your game will reopen the same colour if you decide to replay.

The game is tied together with an easy to use menu system, which displays an eight-line poem for each of the five game modes as well as individual highscores for each, the link to colourisation, and a page showing all the button shortcuts.

Anyway, thanks for reading. I hope you enjoy the game if you decide to give it a shot, and if you want, leave some feedback down below. It's all, of course, appreciated, read and taken into account. Thanks!

Download the game: YoYo Games | Game Jolt | Dropbox Direct Link (Size: 9.52MB)
Version: 1.0
Made In: Game Maker 8.0 Pro

Screenshots



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knight
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« Reply #1 on: April 09, 2010, 07:12:16 PM »

It opens, shows a loading bar, then gives me this notice Failed to load game data. File seems corrupt. Windows 7 64 bit Looks cool tho and I liked the original.
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NAL
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« Reply #2 on: April 10, 2010, 12:04:49 AM »

Not really sure what I could suggest for that as I, not anyone else, have experienced it :/ It doesn't use surfaces so that's GM games' main problem out of way, but it's an odd error. Sorry.
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Sam
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« Reply #3 on: April 10, 2010, 09:45:50 AM »

Works fine for me, also on Windows 7 64-bit (I used the Dropbox link.)

I really like it!  Very challenging but always feels fair.  I particularly like the no-backsies mode, although I'm hopeless at it.  I haven't played the original, but still appreciate the addition of the variations on the level.  I like that they are variations on the same level rather than totally different layouts.

Visuals are striking and really make sure it stands out from other platformers.  I expected to be annoyed by the vibrating/screenshake effect when playing, but actually ended up quite liking it.  Being able to customise the colours is neat, but I thought it'd be handy if there were also some nice combinations already already stored that I could select from without having to fiddle with slider bars.

Two other little suggestions that occurred to me:
Maybe delay the wall starting to move (and the timer) until the player presses a button at the start of the level.  Currently you need to start holding the Right button as soon as you select the level or risk losing a precious fraction of a second.  The current way it works does invoke a certain sense of panic, which might be a good thing.

Let the player skip the fade effect that happens when dying by pressing Enter.  It's only half a second, but I'm impatient!  That'd let the player get straight back to playing just by double-tapping Enter.

Nice game!
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AndroidScholar1
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« Reply #4 on: April 10, 2010, 03:54:06 PM »

Absolutely fantastic game, very well done presentation - were it done in a simple linear map rather than the spiral-esque fashion it's in I doubt I would have liked it as much. The added difficulty and play modes were very much appreciated as well.

Great job Smiley
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Eraser
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« Reply #5 on: April 10, 2010, 03:58:13 PM »

Haha, the procedural levels were deadly. Every time I hit the ground, I was jumping again, and kept getting caught by the wall instead of actually dying by fall/spike.
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knight
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« Reply #6 on: April 10, 2010, 05:22:23 PM »

I re-downloaded this today using the dropbox link and it worked. I likes the graphics and the procedural generation mode(even though I suck at it Tongue).
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NAL
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« Reply #7 on: April 14, 2010, 12:14:02 AM »

Glad you all had fun with it. Yeah, I tried to make the procedural generation mode fairly difficult without ever being impossible - hopefully I didn't overlook anything.

But yeah. Thanks for the feedback, all. Smiley
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Valter
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« Reply #8 on: April 14, 2010, 12:46:10 AM »

Pretty funnish.

I would appreciate an option to start where I last died, starting the high score timer back from zero. That way I could see the entire level, while the high score would still require starting from the beginning.
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NAL
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« Reply #9 on: April 27, 2010, 11:34:40 AM »

Did think about it, but you literally only need to be in the level for 45 seconds to see it all. Once you're kinda used to the game (shouldn't take that long at all) it should be easy enough to get that far in any of the modes.

Anyway, I've updated it, fixing a couple of things, improving the procedural generation, and adding online highscores, which can be found at this link.
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madjackmcmad
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« Reply #10 on: April 28, 2010, 02:33:36 PM »

This is pretty fun! I love the style, mainly that cool font. The constant shaking got to me a bit but this is a neat game overall.
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Greg Game Man
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« Reply #11 on: April 29, 2010, 07:59:58 AM »

I think its brilliant, porting it to flash might make you a bit of money.
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