Happy New Year fellow devs!
I added tightrope walking today. I'm not sure how much interesting or diverse gameplay I'll be able to get out of it, but fortunately there wasn't a whole lot of work involved so I don't think it'll amount to time wasted. I'm cheating a lot on the rope physics but IDGAF. It's visually interesting and that's enough.
https://fat.gfycat.com/WellgroomedHighButterfly.webm
edit: I topped the page again. Sorry. I promise that wasn't intentional! I'm not
just a megalomaniac.
Thank you for the support! Also, it's really just me. No one else on the team
Thanks! I'm surprised at all the cool feedback in here. And the conversation seems quite casual and relaxed. Maybe I should be posting more!
Yes! Please do! ♥
You're in for a good time if/when one of your games reaches a certain level success/prominence, as I'm sure other women could attest.
I also just finished putting together the pet system and was slinging various numbers and values all night. It's all guesswork in the initial implementation, and I'm curious as anyone else to see what happens once it's tested in earnest.
As for the efficiency bar, the "Full bar = free shots" thing really does feel reminiscent of Link's shooting sword, and that was where I got the idea. Right now, it's configured so if the bar is 40%, your performance is similar to what it was all the time before. So -- In other words, I *think* it's a net buff? Hard to say, but because things really go to hell if your bar is empty it definitely makes the gameplay higher-stakes, which is what I was looking for.
Sounds interesting. I haven't played enough of your game to be able to comment more, but it seems like you understand what you're doing.
Hey, I'm looking for general feedback on the latest playable version of
Wildfire. Basically I just want to know if you find it fun.
Download link: (Windows, ~60MB)
https://www.dropbox.com/s/dg5m3hkbsyaj8jv/wildfire_alpha_decemberv2b.zip?dl=1
This is a stealth platformer where you can control the elements. It's inspired by immersive sims like Thief and Deus Ex.
This version has same screen, local co-op play. You just need a gamepad plugged in. If you want to turn off co-op, just press ESC and toggle it off in the Options menu.
Also, press F4 to toggle windowed/full screen.
I'm not a fan of the game assuming I have someone playing with me just because there's a controller plugged in. I guess it's nice to know co-op is an option, but I didn't even realize it was toggle-able until I went to quit the game. (long story short, some of the programs I'm running freak out if I unplug the DualShock 4 and later plug it back in)
I experienced some kind of bug with regard to the sprinting after alt-tabbing back into the game. I don't remember if any of the triggers were held or what position the control stick was in when I tabbed out of the game. Sorry. But what happened when I tabbed back in is the player moves at a ludicrous speed through the map and only keeps getting faster. Here's a video I recorded of the effect:
https://youtu.be/GK6qT-w6OPw
I don't understand why the first box you run into can be slid through but the next ones have to be burned. Is it just because of the grass there?
The attack hitbox of the enemies seem unfair. Specifically, their attacks seem to hit the player even when you're several pixels behind or above any of the white swoosh animation. I'm assuming this is to prevent the player from just running past enemies when cornered but I would find another solution. Make the enemy solid, reduce the attack windup delay, or something.
The throwing distance on the oil barrels is a bit hard to believe. I probably shouldn't let it upset me, but in a game that's all about intuitive systems and simulated physics, hucking a 450-lb barrel (oil is roughly 7.5 lbs/gal and 55 gallons is a common barrel size, plus the weight of the wood) a hundred feet away is a real stretch. Same with people you can throw, though to a lesser extent because they probably weigh a third of what the barrel does. I mean, this is a game where you can jump several times your own height, float on clouds of smoke and also magically replant patches of grass by pointing here and there, so I don't know why I'm letting this thing in particular get to me. Maybe it has something to do with not being able to magically summon the barrels to yourself like you can with the elementals.
When climbing up vines, I would like for a fresh press of the up (W) key to jump rather than having to switch to spacebar. I haven't been using spacebar the whole time so it's awkward to start now. I know you don't necessarily want the player to immediately leap off the top just because the up key is still held, but I think checking for a fresh press of the up key shouldn't be a problem. I don't know. Maybe this is just something to get used to.
Every little move I make causes lots of noise, but guards loudly calling out at me does not in turn make noise. I think it should. That'll probably break some of your level design as-is but I think it will make more sense and also allow for some new designs. Maybe even have a certain kind of enemy that serves as a look out and is especially good at crying for attention (unless that's already in the game and I just didn't get that far? I played through the whole tutorial until it brought me back to the title screen).
Other than that, I like it a fair amount. The music and sound design are great. I enjoy the art a lot. It perhaps feels a little rudimentary being two-dimensional. I think Thief and Deus Ex can do a lot more with guard patterns and level design since they're three-dimensional, but you're making good with what you have and I won't hold that against the game. Stuff like the slip-n-slide and water bubble feel pretty clever, and are a lot easier to play with in 2D than 3D, so there's that!