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TIGSource ForumsCommunityDevLogsSon of a Witch: An Action Roguelike
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bigosaur
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« Reply #100 on: January 03, 2017, 06:36:26 PM »

Krux isn't being hostile, that person is just trying to help you.

Perhaps you're right. He's just telling me what the average player sees when they open the Steam store page for the game. At least, I think that I do.

However, the problem isn't the game, it's that I'm not communicating well what the game is about. The game isn't about over the top comic stuff like Castle Crashers. Yes, you have crazy looking Ogre Mama, and the Executioner on level 3 can lose his pants if you hit him hard, and you can then damage him a lot until he picks them up, but the game isn't that much about comedy... BTW, I understand that I didn't communicate about Executioner at all here... the problem is that I got really low amount of feedback on Tigsource, so I mostly just post new stuff to Twitter and only occasionally post here.

Anyway, the point of the game is that it's roguelike mixed with beat'em up. The only game that currently does that well is Rampage Knights. Lost Castle is close, but it doesn't play that smoothly and has really ugly MS Paint like graphics on some screens. Neither of those has that over the top humor from Castle Crashers and it doesn't matter. They work. I assume Krux never played Rampage Knights and he would probably have the similar complaints as with my game.

Both Rampage Knights and Lost Castle are 2-player only AFAIK. MMiaW is 4-player. But even if that doesn't matter to you, you can still play all three games, because there comes a point where you exhaust all the content. I have about 190 hours clocked in RK, with 100% achievements. There's no challenge anymore. I need a new game like that to play. My Mom is a Witch is built for players who want the same.
« Last Edit: January 08, 2017, 04:27:41 AM by bigosaur » Logged
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« Reply #101 on: January 04, 2017, 04:10:40 PM »

I need a new game like that to play. My Mom is a Witch is built for players who want the same.

Maybe it's just me, but this sounds like you're saying "Because it's a game for players who want more of the same, it's not allowed to/it can't have anything that makes it special or more fun" which shouldn't ever be the case. No, it doesn't have to be revolutionary, but it's always nice to have a little something to make it stand out and more enjoyable, y'know?
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« Reply #102 on: January 04, 2017, 06:12:03 PM »

I'm gonna agree with Krux and say the art style is very flat and boring. It's waaaay too cartoony, and the vector(ish?) art doesn't really look good. At first glance, I thought they were some sort of placeholder assets.


I love Castle Crashers, and think it's great you're trying to make a similar game that has replayability. I just don't think your art/sounds/music will cut it, however.
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bigosaur
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« Reply #103 on: January 05, 2017, 08:00:53 AM »

Maybe it's just me, but this sounds like you're saying "Because it's a game for players who want more of the same, it's not allowed to/it can't have anything that makes it special or more fun" which shouldn't ever be the case. No, it doesn't have to be revolutionary, but it's always nice to have a little something to make it stand out and more enjoyable, y'know?

The game does have unique stuff, but it isn't in the graphics/goofy category. It's in the mechanics.

For example, you can take a voodoo doll, mark an enemy with it and then anything you do to the doll transfers to him. If you strike it with your sword - the enemy takes the damage, if you toss it into a campfire - the enemy starts burning. You can also lure the enemy to try to hit you while you are standing next to the doll and then back away at the last minute and have him hit himself (great strategy for bosses who do a lot of damage). I haven't seen any game do this.

Then there are synergies like in the binding of isaac. If you have a Glacier (ice hammer), Lizard pet and you find the icicle upgrade, you can freeze all the enemies for 5-6 seconds at the start of each room. If you combine Warbreaker hammer with a couple of Iron Flesh potions and add something to speed yourself up (say, a Rabbit pet, one of the speed potions and/or Stormbringer staff) you can knock down most enemies and stomp on them until you kill them.

You can use some weapons in very interesting and non-obvious ways. For example, beside reviving dead players, Staff of Life can be used to drain HP from bosses. So, you just stock up on mana potions, let the boss hit you and use the Life staff to heal yourself and damage the boss. Repeat until the boss is dead (or you run out of mana potions).

These are just some examples. The game already has about 70 weapons/items with various effects and combining those is what makes the game fun.
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bigosaur
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« Reply #104 on: January 05, 2017, 10:10:26 AM »

Chapter 3 is ready:



This update brings the castle level, with new graphics and music theme. The goblins and guards are fighting each other while you are trying to reach the dungeon.

Features:

- Executioner boss
- Big Orc enemy fighting alongside the goblins
- The Royal Sorcerer enemy helping the guards
- 4 new pets with new effects
- 3 new weapons
- 15 new items
- lightning based damage
- fire and lightning damage can be upgraded with the new items
- duration of freezing for ice based weapons can be upgraded
- pendants for ice, poison, fire, petrify immunity
- overdose random potion replaced with beer
- orbs can now be upgraded to bounce off the walls
- various reusable items: Magic Map, Magic Chest, Bottomless Bag of Bombs, etc.
- balancing of different weapons, spells, potions, prices
- fixes to enemy AI
- cut scene between chapter 2 and 3 can be interrupted
- other minor tweaks and improvements
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bigosaur
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« Reply #105 on: January 18, 2017, 03:00:27 PM »

New content coming soon. Player vs player mode (local only) for 2-4 players. There will be about 15 different arenas - just like regular forest, battlements, castle levels, but without enemies. And items and weapons drop randomly on the ground or pedestals while the players are fighting each other until only one is left alive.



To make it more interesting, a Bushido will spawn at a preset "sudden death" time, and chase the players around.

You will be able to select one of the unlocked heroes or a Goblin Berserker - that's the one with the axe.

And here are some new bows that will be in the next version as well (if you have unlocked the Archer):



Those have different effects: set enemies on fire, shoot through walls, shoot without spending arrows and doing double damage.

P.S. Gold bow + gold arrow + rhino = chance for 280 dmg/shot.
« Last Edit: January 18, 2017, 03:07:40 PM by bigosaur » Logged
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« Reply #106 on: February 04, 2017, 10:33:10 AM »

A new batch of weapons is coming soon in the game. Here's the Rogue Sword's special effect that hides you from the enemies:



This update will bring 2 new axes and 4 new swords with special effects.

P.S. The game is featured in IndiePrize 2017 in Berlin next week (7-9 February). If you're coming make sure you drop by and play a demo. There will be some new stuff in it as well.

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« Reply #107 on: February 26, 2017, 04:32:57 PM »

A new version is coming soon. It features a new forest area (similar to the Troll area), where you need to stomp on the pests and get reward:



And I have improved the UI to make the effect icons more understandable:



The Rogue Sword is getting an upgrade. When you are concealed, the next few attacks have Sneak Attack bonus which starts at +100 damage and quickly drops to zero. Basically, you can sneak up on one enemy and one-hit kill him, or maybe do about 150-200 damage to a boss if you swing the sword really fast. The bonus applies to any melee weapon.
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« Reply #108 on: March 03, 2017, 04:59:01 AM »



The third themed forest area is the hunting ground. Well, not really hunting, but more like taming the beasts. Depending on the number of players playing there's one or more wild boars walking around. You have to chase them down, or hurt them from the distance to tame them. Once tamed, you can mount and ride them which gives you +2 speed.

While you are riding, all the damage taken is split between you and the animal. The boars eat all the food, which heals them. If you get the Hunger curse, you can remove it with the Dragonfire Potion, drink a Beer, eat a Mushroom, or find a way to get off the boar. For example, if a Goblin Shaman drops a meteor on your or someone stomps a Voodoo Doll you're marked with.
« Last Edit: March 03, 2017, 05:04:48 AM by bigosaur » Logged
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« Reply #109 on: March 15, 2017, 12:05:15 PM »



A new boss is added to the forest area. He starts showing up after you defeat the Ogre Mama, or you play 20+ games. As you would expect from a golem, he is immune to poison. This one being an Earth Golem makes him also immune to meteors and petrifying. Now, this might seem tough, but he's still a first level boss, so once you learn his attacks it shouldn't be much harder to beat him.
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bigosaur
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« Reply #110 on: March 21, 2017, 03:59:38 PM »



After you beat the Executioner, you proceed to the throne. The king greets you and explains that your witch mother wasn't really kidnapped. The king called for her because he has a major problem in the catacombs: Someone or something is raising the dead, and she's the only one who can stop it.

You can choose to peacefully enter the dungeon and find your way to the catacombs. Or you can attack the king. If you defeat him and his guards, you can take the Royal Scepter, which enables you do summon castle guards to aid you.

Beside the scepter, a bunch of new weapons are added to the game: the Shepherd Staff turns enemies into sheep, the Turret Staff creates standalone copy of the staff that autonomously shoots at the enemies and the Earthquake Staff knocks down all the enemies and destroys some rocks. The stronger your Magic skill, the more rocks will be broken. For combat, Earthquake Staff is a melee weapon - you can strike or knock down enemies, similar to Warbreaker Hammer. The Earthquake Staff is currently the only weapon that scales both with magic and melee skill. This means that you can upgrade it with both Warlock and Blacksmith runestones.

Beside all this, two new room types have been added. First one is the Scroll shop, which sometimes shows up as an alternative to the Potion Shop. The shop offers all four types of scrolls for that run at a low price, and you can buy an identify scroll for only 10 gold coins. The second one is a special room in the castle where the Ogre Mama is fighting the castle guards. It can only show up if the Ogre Mama boss is absent from the forest.

Additionally, the Fireball Staff now adds 1-battle fire immunity to the caster who activates the fireball buff.

I also fixed the hitbox for the sword strike of the Guard Captain. It was wrong on the first strike, so she could sometimes hit targets that are far away from her (sometimes even on the opposite side of the room). This is fixed in version 1.8.6.
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bigosaur
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« Reply #111 on: March 25, 2017, 10:19:46 AM »

Here's a new video





I got a Mana Canteen and no useful magic items/weapons, so I had around 30 mana when I defeated the King and took the scepter. So I summoned dozen guards to fight for me. That part starts here:

https://youtu.be/z86JYOAwTTo?t=26m22s


« Last Edit: March 25, 2017, 12:29:34 PM by bigosaur » Logged
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« Reply #112 on: March 25, 2017, 12:08:44 PM »

Hey the scepter is a killer idea =)! It looks a bit too powerfull though. Isn'it ? Nice thing to allow the player to attack the king if he wants too.
The game looks great by the way! =D
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« Reply #113 on: March 25, 2017, 12:28:55 PM »

Hey the scepter is a killer idea =)! It looks a bit too powerfull though. Isn'it ?

Well, not any more than other stuff. You need to spend 3 mana to summon one guard. So, that means fighting through 3 rooms. Most magic weapons/items can give you similar advantage for 3-4 mana. Guards aren't very smart and they die in battle rather quickly. They are only OP if you can summon a lot of them. It's hard to do if you summon one by one because by the time you go through 3 battles, the guard you summoned is pretty close to being dead. So, the only realistic way is to have Mana Canteen (which happens rarely, maybe once in 5 runs) and you save up on mana (which means you're missing on all the other times you could use it for something else). To recap, this run in the video was rather rare and it isn't something you can see happening often.
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« Reply #114 on: March 27, 2017, 12:22:00 AM »

Okay got nothing to say then =) !
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« Reply #115 on: March 29, 2017, 04:39:30 AM »



A new boss is added to the Battlements: A giant Hornet Queen. She can attack you or lay eggs from which the regular hornet enemies hatch. Both the Queen and the regular hornets have poisonous attack. The poison wears off after one battle.



This boss starts showing up after you defeat a Dragon (either a fire or the ice one).
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« Reply #116 on: April 01, 2017, 11:43:32 AM »



The Pyromancer character is ready. He starts with the Fireball Staff and has permanent fire immunity. This means you can walk on campfires which makes some rooms much easier. The fire spitting traps in the castle and the Red Dragon's breath only do a small impact damage to him, but cannot set him on fire. Because of all these advantages he starts the game only with 3 health bars (60 HP).

He can be problematic for co-op, as you can easily set the other player on fire. A good strategy is to give the Fireball staff to the other player to activate, so he gets fire immunity. Or, if the other player is a magic caster, just swap the staffs at the start and play like that.

To unlock the Pyromancer, you have to find Amanda somewhere in the forest and escort her to one of the shops in the castle. This means that you have to go all the way through the Battlements level without her dying. It's a very challenging and interesting quest to complete.
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« Reply #117 on: April 06, 2017, 02:13:16 PM »

The VioleNt Knight is a new boss for the 3rd level (Castle):



They come in tandems and start showing up after you defeat the Executioner. The knights are small in size and have a moderate amount of HP, but are really quick. They have a regular strike attack and a dashing attack similar to the playable Knight character. One of the knights always drops his sword, which players can pick up and use. The sword has the greatest reach of all the swords in the game and does 10 base damage (+12 for strong attack). The sword's special ability is giving full rage to the player after every kill.

Beside the new boss, I made several bug-fixes and improvements:

- The Hornet Queen now tries to catch up to the player before doing the sting attack
- Telepathy potion effects now stack over multiple battles if you drink more than one
- Dashing attacks now have a damage threshold below which they cannot be interrupted
- Escape scroll no longer opens the doors blocked with the stone rubble
- Added a sound effect for the Royal Scepter summoning effect
- The Strawberry staff can be found randomly in the rocks sometimes
- Flying units and thrown goblin bombs don't get stuck on locked gold chests anymore
- Health Bar is now shown for player-summoned guards
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« Reply #118 on: April 13, 2017, 12:45:16 PM »



The Crystal Wizard is a new 3rd level boss. He starts showing up randomly in the castle after you have defeated the Executioner. He's similar to regular small enemies (i.e. you can stun him, freeze him, etc.) but he has a magic staff which he can use to shoot at you, the same way the playable magic characters shoot. He has +2 orbs and a mana canteen with practically unlimited mana, which allows him to use the staff's special ability at will.

His weapon is a Teleport Staff, which can be used to teleport to the opposite side of the screen. You can pick it up and use it yourself. Teleporting to the opposite side costs 2 mana, and you can also press the regular attack button to return to the position from which you teleported. This other action is free, but can only be done once. After that you would need to spend mana to teleport again. Some levels have hard to reach locations like walled off areas or parts across the chasm. These levels have a special preset teleport location, which is revealed if one of the players picks up the teleport staff at any point of the game. You can use the teleport staff to reach those places and return. That also includes the areas behind the shops in the forest, so now you can go there and break the barrel without needing two pets (bear+dog) to get the items. The teleport return point remains active even if you leave the room, but you have to be inside the room to teleport back to it.

The teleport staff can also be found in gold chests, shops and pedestals in the locked treasure rooms or blocked challenge rooms.

Beside the new boss and the new staff, there are other changes. I added a couple different texts for the signs in the forest shops. I fixed the bug when the guards wouldn't attack you if you petrified the king and sometimes the level generator would create a shop adjacent to the king's room, allowing you to skip the boss fight in the castle.
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« Reply #119 on: May 10, 2017, 12:13:02 PM »

A new version is up with the Easy Mode, and a couple of fixes. Easy mode is a pure side-scrolling action without having to fiddle with items or explore the map. It's great for parties and other occasions when you want to play a game with people who haven't played it before. They don't have to learn the mechanics, they can just pick up weapons and fight. There are no potions nor scrolls. Players heal by eating food, which is more abundant than usual and heals more HP. You can still get shops, treasure rooms, quests, etc.

Another important change is that arrow shooting animation has been changed (for all characters). After firing the first arrow, the characters no longer reset to idle position, but transition to grab the next arrow instead (if you're still holding the key). That changes the arrow shooting frequency from 200+ frames to about 100 frames per shot. Only for arrows 2 and beyond. The first shot still takes 108 frames.

I also increased the base damage for bows to make the archer more on par with other heroes in late game. Since there aren't many ways to increase the archery skill, my reasoning was that, with a bunch of buffs, you should be able to one-shot regular enemies. This makes archers a little bit OP vs bosses, but they are still inferior in close combat with regular enemies so it evens out. Or at least, I feel like it does. Early game is now easier with archer, but late game is harder (except for bosses).

BTW, I'm currently adding a way to enter a custom seed, so you'll be able to replay some games if desired. And I'm preparing stuff for the dungeon level. Hopefully it will be ready by June.
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