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Behold! My latest flash creation.
Sort of. I don't have all the art yet, and its a simplified version of what I'm really working on, but its playable!
And youguinea pigs guys are the first to have fun with it.
Controls:
A - shield
B - sword
I - inventory/pause
arrows - move
======================================================
Random blatherings you may or may not care about:
There are 6 monsters and 15 items (16 including the healing potion) and I want to know how the balance is. I haven't managed to survive all the way to the end of the items yet. X3 Though I did just now re-adjust their spawn rate and order.
This version of the game--that is, as an arena as opposed to the dungeon delver, which is a longer term project--I plan on submitting for a contest next month, so I want to know how people think it plays. I've got a few more monster ideas bouncing around in my head, though I don't have art for them yet. What I have ready for next month will entirely depend on my artist!
Hopefully though, as it is right now (well, with a complete set of monster facing directions and full player facings/poses, which I should be getting soon) it'll be sufficient for the contest.
I would certainly consider minor alterations to the enemy AI if anyone cares to suggest some. Mostly I've been doing "whatever is easiest" though they were originally designed for a dungeon labyrinth wall layout (which is why slimes don't move diagonally or why the wizards don't seem dangerous). Mind, every monster should be avoidable, so no "wizard teleports to the player and fireballs them" suggestions.
Sort of. I don't have all the art yet, and its a simplified version of what I'm really working on, but its playable!
And you
Controls:
A - shield
B - sword
I - inventory/pause
arrows - move
======================================================
Random blatherings you may or may not care about:
There are 6 monsters and 15 items (16 including the healing potion) and I want to know how the balance is. I haven't managed to survive all the way to the end of the items yet. X3 Though I did just now re-adjust their spawn rate and order.
This version of the game--that is, as an arena as opposed to the dungeon delver, which is a longer term project--I plan on submitting for a contest next month, so I want to know how people think it plays. I've got a few more monster ideas bouncing around in my head, though I don't have art for them yet. What I have ready for next month will entirely depend on my artist!
Hopefully though, as it is right now (well, with a complete set of monster facing directions and full player facings/poses, which I should be getting soon) it'll be sufficient for the contest.
I would certainly consider minor alterations to the enemy AI if anyone cares to suggest some. Mostly I've been doing "whatever is easiest" though they were originally designed for a dungeon labyrinth wall layout (which is why slimes don't move diagonally or why the wizards don't seem dangerous). Mind, every monster should be avoidable, so no "wizard teleports to the player and fireballs them" suggestions.
Category Flash / Fantasy
Species Unspecified / Any
Size 576 x 464px
File Size 263.7 kB
Listed in Folders
Inventory has to do with the fact that I've converted from my dungeon delver game, which has 50 items (plus those other top ones that don't do anything (yet)), so I was going through and removing what I didn't need and renumbering what I was using. It's a work in progress and tightening the spacing up is a minor thing (functionality before slickness IMO, if it works I can make it work right, then make it look good).
I've also only got one frame for the player (its actually hiding the temp graphic I produced for the four states (stand, block, ready, swing) which shows through just slightly).
Thanks though!
I've also only got one frame for the player (its actually hiding the temp graphic I produced for the four states (stand, block, ready, swing) which shows through just slightly).
Thanks though!
hmm. nice little game here. I was able to get the swordplay manual before I died
(ended up thinking the amulet would use potions if I had any left instead of lives, but I don't remember the wording ^_^;)
so far the only thing that really seems unbalanced, are the knights. you do only about 2 or 3 damage to them when they first appear, and once I was finally able to do 5, it still took 8 swings per knight. I mean, they can still work as they are, but when they first show up at least, they shouldn't be having 2 spawn per wave.
There were far too many on the screen at once xD
not sure what level I was when I died. I know I was at least higher then 15, with one potion left, and I don't think I even looked at my score since level 6
(ended up thinking the amulet would use potions if I had any left instead of lives, but I don't remember the wording ^_^;)
so far the only thing that really seems unbalanced, are the knights. you do only about 2 or 3 damage to them when they first appear, and once I was finally able to do 5, it still took 8 swings per knight. I mean, they can still work as they are, but when they first show up at least, they shouldn't be having 2 spawn per wave.
There were far too many on the screen at once xD
not sure what level I was when I died. I know I was at least higher then 15, with one potion left, and I don't think I even looked at my score since level 6
Hey, that's pretty good. The monster leveling thing was teaked a bit after I uploaded it here, but yeah, monsters leveled up with you, so even though you were doing more damage, they had proportionally more health.
If it killed them in fewer swings you'd never be able to lose, as the game had no way of ramping up to be more difficult.
And yeah, the amulete should use a health potion instead of a life.
If it killed them in fewer swings you'd never be able to lose, as the game had no way of ramping up to be more difficult.
And yeah, the amulete should use a health potion instead of a life.
ah ok, so I was just thrown off by it only pretending I was hurting them more then xD
Anyway, I found a couple bugs after my last post.
If you end up getting game over, start a new game again, and let yourself die once. instead of going from 1 extra life to 0, you go from 1 to 2. from there, it will go down like normal, but this means you pretty much have double the lives you normally would.
The 10 blocks you get with your shield don't come back after a game over, and only come back if you refresh the page.
And it doesn't seem to take away any potions you have left when you get game over.
At some point when trying to start again after a game over while testing, it spawned me down on top of where your score is listed, so I was trapped. but I haven't been able to recreate that bug so far.
Anyway, I found a couple bugs after my last post.
If you end up getting game over, start a new game again, and let yourself die once. instead of going from 1 extra life to 0, you go from 1 to 2. from there, it will go down like normal, but this means you pretty much have double the lives you normally would.
The 10 blocks you get with your shield don't come back after a game over, and only come back if you refresh the page.
And it doesn't seem to take away any potions you have left when you get game over.
At some point when trying to start again after a game over while testing, it spawned me down on top of where your score is listed, so I was trapped. but I haven't been able to recreate that bug so far.
This is the opening that I have made for it is based in final fight http://www.youtube.com/watch?v=SWRRlWrYxmA
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