Shadow, I kid you not when I say I have been trembling in anticipation for this! Thoughts about the demo ahoy:
-Hey where did fullscreen go? Did you have to remove it to fix the scaling-issue?
-I rather like the silly story. Promise me that it won't ever evolve into having to save the world, or even saving anything remotely large, really. So fresh.
-On that note, what happened to the animation Mille had going in the first beta-thing? Now s/he just changes the dialogue-portrait instead of the neato animation that you used to have, which I find far more boring.
-Not much else to say. The game is smooth and solid, sounds are fitting, music is just right, I like the graphics so much I could eat them, however-
-This game is pretty damn easy. I trust enemies will start throwing stuff and shooting things and in general be more hoppy and such in later levels, though. I actually died a couple of times at the boss which is kind of shameful since the pattern is so simple.
-On that note, I like that powerups don't dissappear. It adds a tactical element to the bossfight that would otherwise have come down to random luck.
Overall: I shall continue to gleefully anticipate the full release of Geo Spiral.
Glad to have a fan. :]
- Had to remove the fullscreen -- contest rules (at least that's what everybody else is saying).
- Oh, I promise you, the story gets much, much sillier. I haven't even brought out the mustoiched wizards yet.
- Is that not working? Hang on, I'll check that out. EDIT: Seems to be working on my end, at least during the intro.
I MAY have forgot to put the sprite_change code into her NPC data in the pre-boss room. If so, know that it's simply a mistake on my part, not a design choice. (I put a lot of work into those little animations, and intend to use them to the point of overkill)
- Glad you enjoyed it.
- Yeah, I actually toned down the difficulty a LOT. My thinking was, I'd rather have confident gamers zoom through the first level and be challenged on the later ones, than have not-so-confident gamers be alienated by the difficulty of the very first stage. Tried to keep the boss somewhat difficult, though. And don't be ashamed about losing to him -- he's supposed to appear simple and easy to beat as to not intimidate players (he IS the first boss), but in all reality it's a pretty tough fight until you get the hang of it. Kinda like the bosses in the early Mega Man games.
- Glad you appreciated that, I was hoping people would get it -- it's pretty much the key to defeating the first boss.
Anyway, thanks very much for your comments/whatnot throughout the development thusfar: you've been extremely helpful.
After playing through the demo again (I got sucked in while testing the NPC sprites), I thought of a couple things I'm going to add to the final game.
- Instead of randomly assigning a boost of 1-4, Attack Boost will be cumulative
. Along with this, I'm going to add a little meter that shows how much boost you have. I'm ALSO thinking of making it so instead of disappearing after a set time, you lose 1 boost each time you attack, adding a bit more strategy to the battle system.
. I know it's overused nowadays, but there are certain tricks to the game that the player really should be rewarded for figuring out (wait 'till you see the Minibots -- little guys are fun to kill). Will probably give the player Gold/Items for unlocking them, so there's an actual
incentive to get 100%.
Forgot to tell you guys: in my impatience, I've already started work on a sequel. I won't reveal too much, but Mille is the main character, and there are guns. Big ones, the kind that make things explode
. Think Mega Man 3
meets Cave Story
meets that awesome Jackie Chan game for the NES
I'm going to use the same graphics template from Mille VS The World, only because it's so easy and fun to make character sprites with it, and I feel like I haven't got enough out of it yet.
Look forward to that as soon as the contest closes out.
!!!YET ANOTHER EDIT!!!
This Post Is Now A Novel
Got bored (I'm at the library, DLing stuff on the uber-fast wireless), and decided to entice you guys a bit. So, to help build anticipation for the final version, I present you with Mockups of 4 different in-game levels, including some of their respective enemies.THE BURNING FORESTTHE ROBOT FACTORYTHE FORBIDDEN FORTRESS????? (ooohh... it's a myyyysteryyyy...)
Enjoy the Demo, enjoy the Mockups, and (hopefully) simmer in anticipation.
Edited by broken shadow, 16 March 2010 - 11:17 PM.