Space Toads - Feedback Needed
Posted 07 February 2013 - 08:23 PM
The development of my game progresses:) I am starting this new topic, as all the strong language has been pacified and I consider it a different game now, with a different world than the one couple of topics below.
Other updates include:
- minor performance optimisation
- music is louder now (thanks Nut for the suggestion)
- improved special effects, especially on couple of special enemies: "the gold one" and "the pink one" (the eyes;) - when hit properly they can sometimes do "special stuff" (+add extra points)
- and most of all: you have a chance of a critical hit now, dealing quad damage (5% currently) - that kills a normal enemy in one hit in most cases
I'll be posting updates here as they happen, in the meanwhile I'd appreciate any constructive comments.
Oh, and at the moment, please use latest Google Chrome
Other browsers / platforms - I'll look into that once the game itself is more polished.
Play Space Toads
Posted 07 February 2013 - 09:04 PM
Posted 07 February 2013 - 10:23 PM
There is nothing to pick up yet though, it's still a pretty tough world out there, so it's best to avoid touching anything (stuff dropped by enemies is on my top priority list, so there is some coming with the next update)
The little lightning thing? If it's something "spat" by one of the toads, it doesn't affect you in any way at the moment. If you mean the toad in the helmet, with a little lightning bolt on it - that's the tough toad, currently the most vicious kind of a space toad out there, as in deals most damage;)
Posted 07 February 2013 - 10:52 PM
Hmm, that explains it then. I was aiming for them. For some reason, my health jumped up to 100 at around that time.I think it might be a good idea to have an easier starter level with fewer toads. I don't know if it's this way now, because I don't get very far, but I think there should be a loop so the toads were eventually eliminated during a level, so there was a little more sense of accomplishment. Just a thought anyway. Right now it feels like an endless wave but it may be because I'm not very good at it. If it looped, you could save the harder guys till last. To me, a game improves with strategic thinking.
The bad guys with the lightning seem almost unkillable. Harder is one thing, but when they get pelted over and over and don't die, it seems like too much. There should be a different sound when a toad rams the player and when it dies by gunfire. It may be that way, but it didn't seem like it. It's very hard to keep track of health by looking in the upper left corner. Finding your own health would be more interesting than having it apparently being added automatically. At least it seems like it is, because I can't figure out what makes it go up. If it is an endless wave, it should be like pin ball, where you win more lives, or more health for points.
Posted 08 February 2013 - 01:41 AM
Posted 08 February 2013 - 10:23 AM
I am planning to have a "storyline / campaign" mode which will start easy and then pick up the pace as you progress. It will have levels with different environments / enemies and there will be an overall goal to acomplish.
What you're experiencing now, is my "survival" mode, and as you say - it is an endless wave effectively, and it starts off pretty tough (hardcore). This game mode will make a lot more sense, once I introduce a hi-score table. I started with this game mode, cause I think it will allow me to nail the mechanics and release a complete gameplay quicker, so I should be able then to focus on designing proper levels for the campaign while people are getting some nice keyboard workout in the meanwhile:)
I absolutely agree that I need to make the health / life thing more obvious. What it is currently, you start off with 3 lives (1Ups) and full health - once enemies drain your health you lose a 1Up but your health gets fully restored. There is this green explosion when you loose a 1Up, but I definitely need to do it better. And other stats in general - I'll think of representing them better
I am also going to add stuff you can pick up, including health and weapon power-ups (so the tough guys are more killable)
Something Tron-like I suppose?
Posted 08 February 2013 - 11:48 AM
Doesn't seem like you could call it Space Toads, then, as there aren't many walls in space. I do agree, though, that some object avoidance would make it more interesting. I found my score wasn't much different when I just held down space bar and traveled straight up. Maybe because I'm not very good at it.
Posted 08 February 2013 - 03:32 PM
Posted 08 February 2013 - 05:59 PM
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