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Messages - Crovaxus17

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16
Journals / Re: Samurai Action Platformer – Playtesting needed!
« on: January 10, 2018, 05:48:54 pm »
@RosalinaGalaxer
Lol, no the background is a stand-in, as is everything else, except for the main character who is a lot closer the final version.

And the combat does need work. In particular, the actual combat  challenges need to be more interesting. The enemies in the demo are just meant to be a really simple version to test out the basic mechanics. Our current plan is to make combat challenges composed of different elements: for example, a basic melee enemy (like the ones in the demo) should be really easy to beat, but fighting multiple enemies, some ranged some melee would be more interesting and challenging.

And you're right, you probably shouldn't be able to duck mid-air. Thanks for the feedback!

17
Journals / Re: Samurai Action Platformer – Playtesting needed!
« on: January 09, 2018, 01:37:51 pm »
Hey all, we added in some new assets, so the game feels a lot closer to the final product we are aiming at (though we have a long way to go: still mostly stand-ins and works in progress, just slightly more polished). And we are still looking for feedback on the feel of the main character and the gameplay loops. Cheers!

http://www.stencyl.com/game/play/38171

18
Journals / Re: AuroSword
« on: January 09, 2018, 01:28:23 pm »
Your idea sounds like it will make a really cool game. I too love to play around with top-down RPG's a la original Zelda.

Here is a link that you might find helpful in making your pixel art. This guy is really good and his tutorials are easy to understand – though most of the are probably for artists way better than me ;P

https://www.patreon.com/saint11/posts?tag=tutorial

And here is an artist on OpenGameArt with a good Zelda clone set that maybe you can borrow from.

https://opengameart.org/users/lunarsignals

Cheers!

19
Journals / Re: Samurai Action Platformer – Playtesting needed!
« on: January 08, 2018, 01:43:06 pm »
@ViniciusAlves

Thanks for the feedback. I think we fixed the wall jump problem, and we made the enemy attacks more avoidable. There is now a better tell before they attack, plus the attacks can be interrupted.

20
Journals / Re: Samurai Action Platformer – Playtesting needed!
« on: December 26, 2017, 03:01:33 pm »
Thanks for the feedback! Every bit helps.

Cheers!

21
Journals / Samurai Action Platformer – Playtesting needed!
« on: December 24, 2017, 10:43:47 am »
Hello All!

This game used to be top-down RPG, but we have recently revived it as an action platformer / metroidvania type game. We are currently working on the controls for the player character, trying to get him to feel right. Please playtest this short demo (only a couple minutes, tops) and let us know what you think! The controls are:
Left and Right Arrow Keys = run left and right
[Z]/Up Arrow = Jump, Air Jump, Wall Jump
Down Arrow = Duck and Slide
[X] = attack (combos up to 3 times)
Press and Hold [X] to charge up a power attack

All the assets are stand-ins except for the main character, who has more polished artwork, so you can get a sense for the intended style of the rest of the animations and assets. Detailed feedback welcome!

*****UPDATE – New Version!*****
http://www.stencyl.com/game/play/38171

Cheers!

22
Hello All!

This game used to be top-down RPG, but we have recently revived it as an action platformer / metroidvania type game. We are currently working on the controls for the player character, trying to get him to feel right. Please playtest this short demo and let us know what you think! The controls are:
Left and Right Arrow Keys = run left and right
[Z]/Up Arrow = Jump, Air Jump, Wall Jump
Down Arrow = Duck and Slide
[X] = attack (combos up to 3 times)
Press and Hold [X] to charge up a power attack

All the assets are stand-ins except for the main character, who has more polished artwork, so you can get a sense for the intended style of the rest of the animations and assets. Detailed feedback welcome!

http://www.stencyl.com/game/play/38171

Cheers!

23
Windows / Mac / Flash / HTML5 / Re: Infinite Rogue
« on: June 12, 2017, 09:08:45 pm »
Maybe add a "Kiddie mode". No perma death and blood gets exchanged with flowerpower, so people that hate permadeath are able to play.

And one simple rage I have for over 20 years now: Stop the bad F word using Z as a key. Not every keyboard has it on the lower left. Y/Z is a big nono.  XCV are a better use as they are on the same spot.

The game itself else is really nice. Gotta play that a bit more when I am home. Keep at it :)

I have had several requests to turn off permadeath, so maybe I will add that option. . . I just really like the Roguelike genre, and permadeath seems like a central part of making that what it is. As for Z key, the space bar works too :)

24
Windows / Mac / Flash / HTML5 / Re: Infinite Rogue
« on: May 16, 2017, 10:26:55 am »
@mdotedot
Thanks for the feedback. Unfortunately, I think the permadeath and hack-and-slash style are kinda baked into the game. I might eventually implement a save system so you can save your progress, though, which would solve the permadeath part for you :)

As for the story fragments, if you press [L] you get a pause menu where you can scroll through all the Lore you have collected so far. There are only about 40 lorebits in there as of now, but I plan to add more, much more. And more animated NPCs to talk to. Thanks again!

25
I love it. I really like what you are doing with these lo-res graphics. Looks great!

26
Windows / Mac / Flash / HTML5 / Re: Infinite Rogue
« on: May 13, 2017, 01:10:35 pm »
BETA TESTERS NEEDED!

Check out the finally published BETA on the Stencyl Arcade:

http://www.stencyl.com/game/play/36833

Or on itch.io:

https://crovaxus17.itch.io/tower-of-non

I changed the previous title (Infinite Rogue, a working title really) to Tower of Non. I would love as much feedback as you can give me so I can find bugs and improve the game. Thanks!

27
Windows / Mac / Flash / HTML5 / Re: Infinite Rogue
« on: May 11, 2017, 12:11:01 pm »
Hey all, I just thought I ought to post a quick summary of the game's main features, since it is changing to much. The following features are included in the current version (2.0):

- Endless procedurally generated dungeon

- Permadeath! Get as far as you can!

- 4 hero classes, each with a distinct style of play

- 6 different character portraits for each class, with matching character sprites

- 13 unique monsters, including 3 elite bosses

- Lock and Key system that requires you to defeat an elite monster every 3 levels in order to progress

- 40 different Lore fragments that drop randomly throughout the dungeon

- 12 different powerups to enhance your character (dropped from monsters, and found inside chests and destructible objects)

- Merchants that sell powerups for coins (collected throughout the dungeon); a merchant is currently guaranteed to spawn every 4 levels

- NPCs that provide extra lore

- 4 different difficulty levels to customize your play experience


Things still to come (hopefully):

- Tweaking stats for better game balance

- More tilesets so the dungeon will change randomly as you progress

- Improved controls (or maybe even custom?)

- More monsters!

- More NPC sprites

- More environment graphics

Cheers!

28
Windows / Mac / Flash / HTML5 / Re: Infinite Rogue
« on: May 10, 2017, 01:45:59 pm »
Gotcha. Well, the difficulty modes are on my to-do list!

Also, in case anyone is interested, check the screen shot for my best score so far: try to beat it if you can! :)

29
Windows / Mac / Flash / HTML5 / Re: Infinite Rogue
« on: May 10, 2017, 12:07:03 pm »
More Updates:
- Ranger class finally added! He lays traps as his power attack: let me know if you like it :)
- Tweaked the numbers; I hope the difficulty of the game is better – still working on this.

@mdotedot
Thanks for the feedback.

I'm sorry you don't like the music :(
I do plan on adding an options menu that will include options to turn down/off the music and sound fx. I could also add in difficulty modes pretty easily, I think, that would change how quickly the monster stats scale up the deeper you go in the dungeon, and maybe reduce the number of monsters, too.

O, I also added in a boss key mechanic, where every 3 levels the way down is locked, and you have to defeat the boss monster in that level to get the key that unlocks it.

30
Windows / Mac / Flash / HTML5 / Re: Infinite Rogue
« on: May 08, 2017, 03:01:43 pm »
Update!

I have added more features to the game:

- There are now 3 unique bosses that spawn every 3 levels, so you will encounter different ones on different play throughs.
- There are now changeable character portraits so you can personalize your character a bit (I plan on adding different sprites for each class so that the skin tone and hair colors match the portraits, but that part isn't in there yet).


Now I need more help! I am trying to tweak the details of the game (as well as add more content), which includes trying to balance the classes, and get the difficulty of the game just right. Please play it and let me know what you think. Your comments will help me shape the way the game turns out! Thanks!

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