Thank you for your kind words I'm more than happy to help! Finally got a chance to do a run last night and wow switching between characters with number keys gives the player so much tighter control it's kind of crazy! I was able to just squeak through some battles I didn't think I'd ever be able to beat on the first try. (Also, are the chickens getting scarier or is that just my imagination?) I'm digging the hat options a lot. I went for the Top Hat for most of my characters for that sweet sweet free money but I think next time I will try swapping over to a different hat late game to increase survivability for tough battles I can't beat on the first try. Initially I was hesitant to try out shields because I was so used to two weapons but I ended up putting them on one of my characters with the aggro-drawing helm and it was super powerful in the later battles. It made them feel much more unique and specialized, almost like they had become a tank class character. I'm impressed with the amount of satisfying options and complexity you've added with all the changes and tuning! My only issue at this point is it might be a little too easy with the increased control and hat and frenzy gold, although that just makes me want to see if I can actually pull off a full one-handed run. Great work, looking forward to all your future efforts!
Bearshaman
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I'm really happy I'm able to make talented devs like you happy with these highlight videos. I want people who make cool games to keep making cool games so there are more cool games in the world for people to play and for other people to check those games out and have a good time. Thanks for the first YouTube comment, I'm honored! I think that comments on YouTube can be absolutely vile but they can also be a tool for good and positivity (occasionally), and are useful for getting raw, unfiltered feedback since people tend to express their mind without thinking too hard there. Thanks for continuing to update this game and all the hard work you put into it, it really is a great game and I keep wanting to go back to it even though I have some work I have to focus on right now. Its gameplay really is both therapeutic and challenging, just talking about it gets me jonesing for another playthrough. It's so good. Thanks again and keep up the good work!
Yeah I don't know if it's possible if you don't stick to the bottom for the final phase unless you're really good at knowing when to drop down to the platform below which my caveman brain wasn't very good at. Yeah! Lots of interesting stuff, including a few of the games I'm putting in the highlights which made me happy, although I'd have liked to see them play a little longer (and not get stuck) on some of them. I'll probably use that stream as a jumping point for trying more games after I finish these first three highlights videos
Nice! Glad you caught the first one. And yep! Took me a while to finish it though. That last phase is really tough so I tried to keep patient and exploit the Last Stand mechanic and eventually somehow made it through although I could hardly believe I'd beaten it. Ended up putting the full run on my channel. Watching the stream with Rick and Grant made me realize I'll probably end up making more than just three highlights videos, there are some really cool looking games in the game jam I haven't gotten to sink my teeth into yet. Hope you're having a good one!
Thanks for making a really neat game! Your team has a great sense of how to put together, and refine, a bunch of mechanics and values to make something really compelling, and I'm looking forward to seeing more cool experiences from you all in the future! That was me playing in the video, I realized after I said it the reason I hadn't heard the music that far is because I had turned it off after a certain point and put on some emergency concentration power metal. Also, sorry for calling the Dracs "ghosts," I realize that was inaccurate. Thanks again and looking forward to seeing more from the Haugens!
Thanks for the useful feedback, bromigosabe! I think the issue with Spoony's collider is that it's just a static collider that gets spawned and I should probably have it resize itself throughout the attack animation. Also, going to have to tune all the hitboxes in general. We'll see how adding a double jump and then putting the freeze option on a separate button with a timer works, I think that will be way more intuitive for players than the Alien Soldier-style double jump I spent way too long wasting time implementing during jam dev time. Definitely going to add a mid-air freeze animation that properly conveys what's going on, I obviously failed at conveying it through gameplay. I'll check out that death animation too. I like the idea of rare spawn variant versions that could appear somewhat randomly or if certain conditions are met, and maybe they spawn unique and powerful powerups. Thanks again, bro! Have a good one!
Thank you so much for your kind works and valuable feedback! Love this type of comment. The mechanics are all still definitely a work-in-progress. In a different action platformer build I had it hooked up to a different button the player could press freely which also accelerated the movement speed of pickups towards the player, so I may use that system instead. I like it this way with the Alien Soldier system, (by the way, if you love Treasure games, boss rushes, dashing, and run 'n guns, I highly recommend checking it out! It takes a bit for the controls to click and any weapon slot that's not filled with Flamer or Lancer is a wasted slot so just start by picking two of each, but it's still one of my top 10 games of all time. Very difficult at first, but once it clicks it's one of the best 16-bit gaming experiences you'll ever have), but I'm not married to the jump as it is. The double-jump hang is definitely a viable alternative I'll look into. I think the freeze mechanic will really start to come into its own when I add bullet-shooting enemies. Definitely going to add sound effects, in fact, I've got the new Gamedev.tv sound course lined up as my next tutorial course to study! The ladder bug is definitely at the top of the list, and yeah! Not sure what's up with Spoony's sprite. Thought maybe I was imagining things. Definitely going to look into that. Thank you and cheers! Have a great one!
Wow, I never left a comment on this one? Crazy! I really enjoyed this text adventure, I thought it was very creative and told a cool little story. Well done! I'm making a short highlights video for YouTube about some of the games I found to be very compelling from the game jam, and I was hoping to add this one. If that's not okay, please let me know. Thanks again, keep it up! Looking forward to seeing more!
I totally understand what you're saying! To me, a good level of difficulty is part of compelling game design, especially when it comes to survival- and exploration-based games. Got me some 8 hours of sleep just now so I'm looking forward to playing this game again and seeing how far I can get! I'm making a little video for YouTube about some of the games I played and found to be very compelling during this game jam, is it okay if I include this one?
The treasure chests only have a random chest of dropping an item, I was thinking it might be too easy otherwise while creating it. You're right though, it is confusing. I think a better option might be to have them have a chance to drop a very weak powerup or one that is single-use only, because opening an empty treasure chest isn't fun at all! And kind of confusing. Did you drop down to the bottom half of the level? I think that's where the other ones are. Thank you for your kind words and feedback, I really appreciate it! Have a good one!
You know, I never really tried auto-battlers before. If they're all this good, I'm down. Ridiculously polished and well-tuned game. Had a lot of fun with this one, well done. I like the little touches like including enemies from some of the gamedev tutorial courses and the cute aesthetic of the party. I died a lot in the beginning, but once I started using Manual, my fluffy crew and I prevailed to the end. Thanks for sharing, great game!
Really cool game! I couldn't beat it but boy did I want to keep trying. That's the sign of a good game, I think. Neat idea and fun controls. I saw you commented on how everyone said it was hard, and I think one option to keep the difficulty but make it more accessible would be to add an additional checkpoint mode that has more checkpoints to restart from every once in a while, while keeping a current difficulty mode option. Great stuff, keep it up! Thanks for sharing.