Hidden Valley Ninja [RELEASED]

kantieno

  • Posts: 242
New Edit:

I have finally been able to release  my game "Hidden Valley Ninja" after searching for a sponsorship for 5 months! Needless to say I am glad to finally have this out of the way so I can focus on future projects!

Newgrounds: http://www.newgrounds.com/portal/view/638853

Kongregate: http://www.kongregate.com/games/kantieno/hidden-valley-ninja

Original Post:

I recently posted my game Hidden Valley Ninja for feedback by developers. If you have one approved game on fgl, you can play the game by following this link: https://www.fgl.com/view_game.php?from=dev&game_id=31194

It is an action-adventure platformer with rpg elements. You travel across the land, defeating bosses and collecting new weapons. There are many enemies to fight and also difficult terrain that will test the player's skill. It has many optional mechanics, such as crafting and extra skills. Right now I have to finish making music ans sounds, however I am hoping for feedback on how to improve the beginning and intro and making the game easier to get into. All feedback is appreciated.

It has 5 different areas which feature unique enemies and mechanics. There are many secrets to find and equipment to acquire.

Here are some screenshots.




« Last Edit: May 06, 2014, 02:23:03 pm by kantieno »
Play my new game "Hidden Valley Ninja" here: http://www.kongregate.com/games/kantieno/hidden-valley-ninja

rob1221

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  • Posts: 9448
The enemies are too easy, especially the first four bosses.  I didn't use any buffs at all until the final boss.


kantieno

  • Posts: 242
Thanks for the feedback! I have wondered how the difficulty needed to be adjusted, but I was never sure. However, if you think it is too easy currently, I will improve enemy strength.

@IRock This is a different dimension than our own, logic does not apply.
Play my new game "Hidden Valley Ninja" here: http://www.kongregate.com/games/kantieno/hidden-valley-ninja

vikingpotato

  • Posts: 853
Ah.. am loving this! Transitions have framerate problems for me..

kantieno

  • Posts: 242
Ah.. am loving this! Transitions have framerate problems for me..

I noticed this whenever played it online. I did not think my drawing method for the transition would affect framerate too much and I am not sure right now if the drawing is the problem but I will try to find what exactly the problem is.
Play my new game "Hidden Valley Ninja" here: http://www.kongregate.com/games/kantieno/hidden-valley-ninja

colburt187

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  • Posts: 2402
Are you saving or loading at the beginning on the scenes, looks like a saving pause to me.

kantieno

  • Posts: 242
Are you saving or loading at the beginning on the scenes, looks like a saving pause to me.

Yeah, that would be it. I will try to reduce the number of game attributes. I used more game attributes than I should have. This is something that I would keep in mind for my next game and that I hoped would not affect this one too bad. However since there is a noticeable issue, I will try and clean up my game variables. Other than using less game variables, there wouldn't be any  other ways to prevent framerate issues from saving would there? Or other than doing a different saving method (not saving every level)?
Play my new game "Hidden Valley Ninja" here: http://www.kongregate.com/games/kantieno/hidden-valley-ninja

Photon

  • Posts: 2697
Are you saving or loading at the beginning on the scenes, looks like a saving pause to me.

Yeah, that would be it. I will try to reduce the number of game attributes. I used more game attributes than I should have. This is something that I would keep in mind for my next game and that I hoped would not affect this one too bad. However since there is a noticeable issue, I will try and clean up my game variables. Other than using less game variables, there wouldn't be any  other ways to prevent framerate issues from saving would there? Or other than doing a different saving method (not saving every level)?
Actually, the issue is probably more the fact that your saving often rather than how much data you are saving, if I didn't know any better. Saving is expensive in general, so you should run it only when you need to.
Do NOT PM me your questions, because I likely will not respond. If I have replied to your question on the forum, keep using that topic. Thanks!

kantieno

  • Posts: 242
Ah thanks, I will try to figure out a more efficient saving method.

Also, from anyone who has played, do the how do you feel about the music and sounds so far?
Play my new game "Hidden Valley Ninja" here: http://www.kongregate.com/games/kantieno/hidden-valley-ninja

kantieno

  • Posts: 242
I finally have a new version and I have made a few changes. One of the biggest changes is to the crafting system, I completely changed it to make it more intuitive.

I have also made the enemies a bit smarter and more difficult.I have also implemented some of the smaller things such as using  esc as an option to close the window, as well as adding clicking functionality to the pause menu for mute buttons. I have also fixed some of the dialogue and removed some of the npcs that told pointless information.

I still need to make and improve more sound effects. New music is being made as well. I also still have to fix the saving pause. I hope to have it finished and opened to sponsors after the new year, unless anyone have a reason for me not too.

Link: https://www.fgl.com/view_game.php?from=dev&game_id=31194
Play my new game "Hidden Valley Ninja" here: http://www.kongregate.com/games/kantieno/hidden-valley-ninja

NexusxAlpha

  • Posts: 157
Is that quest honestly a guy looking for a stick? you usually find them everywhere outside.

dtrungle

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  • Posts: 1938
The game has very good potential. I'll have to give it another go when I'm more in the mood.

I played a bit and I've got to confirm some of the comments already stated.

The transition lag, where the star shadow opens the scene, needs to be fixed.
There's a lot of dialogue. I would try to shrink it down to only the necessities.
Too many buttons.
After a wall jump you can jump again shortly after if you're leaning on the same side.

kantieno

  • Posts: 242
Thanks! I will try to shorten the dialogue, it definitely needs to be improved. I also agree about too many buttons, but at this point I can not really fix it without creating many other problems. I know how I will fix it in the next game, but it will likely have to stay in this game. I was thinking I would leave the wall jump exploit in if people want to use it, I have tried to get rid of it and I do not know why my code that should fix it did not work, but i will look at it again today. I will also hopefully have the transition lag fixed today.

EDIT: Turns out I already found my mistake earlier, in regards to the wall jumping problem, it should be fixed in the next update.

« Last Edit: December 27, 2013, 09:03:12 am by kantieno »
Play my new game "Hidden Valley Ninja" here: http://www.kongregate.com/games/kantieno/hidden-valley-ninja

kantieno

  • Posts: 242
There is now an objective bar at the bottom, which will display the current task. I hope that this will make the game feel less cluttered. I have also made the saving pause less noticeable, though it stills needs to be further fixed. The HUD has been updated as well and the wall jump glitch has been fixed.

There is a problem with the objective bar not appearing right in the first level, the first time you start a new game, but this is not a huge issue.

https://www.fgl.com/view_game.php?from=dev&game_id=31194
Play my new game "Hidden Valley Ninja" here: http://www.kongregate.com/games/kantieno/hidden-valley-ninja