moi
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« Reply #60 on: July 06, 2009, 01:08:35 PM » |
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It's very sweet and well balanced, and at the same time, it's very annoying that 50% of the time it will do something and 50% of the time it will do something else, even if you repeat the exact same moves.
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subsystems subsystems subsystems
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Crackerblocks
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« Reply #61 on: July 06, 2009, 03:15:46 PM » |
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Thanks for at least providing 25ish levels that us mortals can have fun with. I don't normally go for games like this, but you did a nice job of baiting me into trying to complete the difficult parts.
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Massena
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« Reply #63 on: July 07, 2009, 06:41:58 AM » |
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I have no idea on how to activate the translucent golden tiles, am I supposed to know? edit: There's a button on the seventh level
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« Last Edit: July 07, 2009, 06:46:33 AM by Massena »
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Akhel
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« Reply #64 on: July 08, 2009, 03:53:30 PM » |
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I'm loving this game, but the fact that Firefox has decided to start freezing for a fraction of a second every minute or so is making me horribly frustrated
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ChevyRay
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« Reply #65 on: July 08, 2009, 04:11:43 PM » |
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I'm loving this game, but the fact that Firefox has decided to start freezing for a fraction of a second every minute or so is making me horribly frustrated Assuming this probably is related to Flash's garbage collector; apparently some folks on Kongregate were having trouble with such delays, which can get annoying in a game where a single mis-tap of a button can mean instant death :D Unfortunately with Flash, the garbage collector is apparently kind of a bitch to work around sometimes.
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omnilith
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« Reply #66 on: July 08, 2009, 05:11:34 PM » |
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Finally managed to perfect every level and find all those accursed secret doors. You are a devilish man, Matt Thorson.
Needless to say, I love it <3
I did think level 40 was almost too evil, though. Since the breakaway blocks you jump around on were usually right next to a wall of spikes, sliding just a pixel or so too far to one side of the block meant death. There's a lot of precision jumping in the game, for sure, but since in that level you are forced to slide in order to do high enough jumps, it just felt a little too punishing when sliding just a bit too far meant death.
Of course, I'm probably just being nit-picky, and since I did eventually learn how to do that level perfectly every try by the end, it probably only means I'm a slow learner.
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JamesGecko
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« Reply #67 on: July 09, 2009, 12:09:01 AM » |
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Level 40? I'm still stuck in the 20s. Haven't even gotten one coin off level 16.
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Terry
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« Reply #68 on: July 09, 2009, 02:46:20 AM » |
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I finally got that yellow bird in level 13 I've mastered everything up to 38 now, (except for 30, grr)
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Matt Thorson
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« Reply #69 on: July 09, 2009, 06:54:00 PM » |
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Curseman
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« Reply #70 on: July 09, 2009, 10:42:37 PM » |
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The game is well put together, and it starts out pretty fun, but it seems like it just gets to be more trouble than it's worth. I played through An Untitled Story, and I didn't think it was this unforgiving.
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Matt Thorson
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« Reply #71 on: July 10, 2009, 08:56:15 PM » |
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The game is well put together, and it starts out pretty fun, but it seems like it just gets to be more trouble than it's worth. I played through An Untitled Story, and I didn't think it was this unforgiving.
It's purposefully meant to be my most difficult game yet (though some of my fans have told me I didn't quite achieve that goal). Definitely not for everyone. Thanks for giving it a try though! Maybe my next one won't be so brutal
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GregWS
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« Reply #72 on: July 10, 2009, 09:11:09 PM » |
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Just out of curiosity, are you working on any more exploration-oriented projects like An Untitled Story? Would you even say if you were? :D
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Matt Thorson
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« Reply #73 on: July 10, 2009, 09:31:15 PM » |
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Just out of curiosity, are you working on any more exploration-oriented projects like An Untitled Story? Would you even say if you were? :D
I actually have a few concepts for exploration-style games right now! I've been mentioning all over the place that I feel like I'm in the mood to do a less difficult game next. One concept I have for an exploration game is sort of like Spelunky meets Super Metroid with an added twist. I'll have to do a lot of prototyping though before I even know if I can make the idea fun to play. I might also do some iPhone development, but probably not this summer.
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GregWS
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« Reply #74 on: July 10, 2009, 10:09:29 PM » |
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Oh, good to hear then! Definitely an interesting concept, too; Metroid is about as solid as it gets when it comes to atmosphere/exploration, and Metroid Prime (1) is probably the best 3d exploration game so far. I've been so tempted to replay it, but the re-release with Wii controls is coming out at the end of the summer (ugh...great timing Nintendo), and I really loved the controls of 3. Anyway, best of luck with prototyping etc.
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Therum
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« Reply #75 on: July 11, 2009, 09:47:49 AM » |
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I'd just like to chime in and say that AUS is one of my favorite indie games, so if you wanted to release a similar game, that'd be awesome. Just please - no five-stage final bosses next time. Please? I still haven't beaten the game because of that bastard.
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Triplefox
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« Reply #76 on: July 11, 2009, 10:44:38 AM » |
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(the logic and render loops are independent).
Enjoying the game but for the intermittent hiccups - I have a suggestion related to that. For a game requiring this much precision, completely independent logic and render can be a bad thing; I wouldn't have a serious issue with the game slowing down if I was able to see the character moving and continue maneuvering. While it means I would have to change my timing, that's a lesser evil than "I start a jump, the game hiccups, and the next frame rendered is a dead MoneySeize." If your approach is also using a delta time value you can still get the benefits of that, you just have to specify a maximum amount of time a single frame of gameplay can simulate - below the maximum, frames are skipped, above the max the logic slows down.
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Matt Thorson
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« Reply #77 on: July 11, 2009, 11:01:57 AM » |
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(the logic and render loops are independent).
Enjoying the game but for the intermittent hiccups - I have a suggestion related to that. For a game requiring this much precision, completely independent logic and render can be a bad thing; I wouldn't have a serious issue with the game slowing down if I was able to see the character moving and continue maneuvering. While it means I would have to change my timing, that's a lesser evil than "I start a jump, the game hiccups, and the next frame rendered is a dead MoneySeize." If your approach is also using a delta time value you can still get the benefits of that, you just have to specify a maximum amount of time a single frame of gameplay can simulate - below the maximum, frames are skipped, above the max the logic slows down. I'll play around with it thanks.
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Kaelan
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« Reply #78 on: July 11, 2009, 11:23:38 AM » |
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Neat game. I like the variety in the movement controls and the general aesthetic.
Found a bug, though: You can bounce off the red diamonds by landing on them even after they're gone - I managed to bounce off an invisible one on stage four, which was pretty confusing.
Edit: Oh, nevermind, I see. They're supposed to respawn, and one just happened to respawn right as I landed on it.
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PixelHorror
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« Reply #79 on: July 11, 2009, 03:03:02 PM » |
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Great game! I love the simplicity of it and the controls, you really hit the nail in the head Sir Also, the tower mechanic reminded me of Freshly-Picked Tingle's Rosy Rupeeland, in which you had to get Rupees to make a tower grow and get to new lands.
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