
Hi everyone, ribbit.
IT'S FINALLY THERE! I completed a short demo of my project.
I uploaded the zip file on http://dl.free.fr/rt100rtJJ
All you have to do is connect to this adress, click on "télécharger ce fichier" (sorry, french website) and type this password : blowup.
What about the picture?
->It should be easy to find this inflatable orca somewhere in the game, ribbit, but will you also find Tex?
IT'S FINALLY THERE! I completed a short demo of my project.
I uploaded the zip file on http://dl.free.fr/rt100rtJJ
All you have to do is connect to this adress, click on "télécharger ce fichier" (sorry, french website) and type this password : blowup.
What about the picture?
->It should be easy to find this inflatable orca somewhere in the game, ribbit, but will you also find Tex?
Category Resources / Inflation
Species Unspecified / Any
Size 160 x 72px
File Size 4.1 kB
Great demo, rather like how the health is determined ^.^ Also I found Tex in the game, was very well hidden. I am rather eager to see how this game plays out. Reading the read me file too, you mentioned about enemies and something automatically comes to mind for an enemy is like a robotic pin of some sort, just a thought really ^_^ Can't wait to see the final product by the way ^_^
This is truly stunning. The idea and the concept of the game is totally brilliant. I simply can't wait to play the final result because I know it will be fun. If there is anyway anytime you need help or anything. Just tell me, I'll be more than glad to give a you hand on something.
On a short note, what will the story of this game be about? I think instead of spikes, you could add shrapnel from various bits of metal. It'll fit the atmosphere much better.
Also, the Orca seems to stop me from sinking in the water when I try to deflate. Is this intentional?
Also, the Orca seems to stop me from sinking in the water when I try to deflate. Is this intentional?
I like your suggestion of shrapnels, ribbit, it will indeed fit the atmosphere. I think I'll also put aligned spikes where the scientists might have intentionnaly placed them.
There's a bug with dying in water, and I don't like how the character reacts with the whale but this is work in progress, ribbit!
Thanks for playing j;D
There's a bug with dying in water, and I don't like how the character reacts with the whale but this is work in progress, ribbit!
Thanks for playing j;D
Great concept :D As for my suggestions for the game, a couple things sprang to mind XD
1: the Pressure vs volume levels of the tanks, either put some sort of decal/coloration on them to represent which it is, though more specifically than that, allow for either a tooltip or display showing how much is inside it, that way people can learn which ones they can go back to for more when they need it or which ones are one-time-use.
2: Allow patches to be stored for when you need them, like you can carry up to two in your hands and that way if there was ever you getting hurt and either going the wrong way or not knowing where a patch was, you'd still be just fine that one time.
3: The logic of the 50% being minimum is great, though it does make game mechanics a bit confusing, to solve this, I'd say add a top line to the gas levels box which has "the total gas levels - 50 = HEALTH NUMBER" and make the heath number in bold and red so it's easy to see and gauge instead of doing math to figure out where your health is, especially once you've got more than 2 type of gas in you.
Also I think the containers could use some work, as in how you utilize them. I'd say make it so that if you want to use a container you hold down a button. That way it doesn't mess up the platforming and you also avoid the getting stuck problem for the most part XD.
Great idea so far and I'm eager to see where it goes!
1: the Pressure vs volume levels of the tanks, either put some sort of decal/coloration on them to represent which it is, though more specifically than that, allow for either a tooltip or display showing how much is inside it, that way people can learn which ones they can go back to for more when they need it or which ones are one-time-use.
2: Allow patches to be stored for when you need them, like you can carry up to two in your hands and that way if there was ever you getting hurt and either going the wrong way or not knowing where a patch was, you'd still be just fine that one time.
3: The logic of the 50% being minimum is great, though it does make game mechanics a bit confusing, to solve this, I'd say add a top line to the gas levels box which has "the total gas levels - 50 = HEALTH NUMBER" and make the heath number in bold and red so it's easy to see and gauge instead of doing math to figure out where your health is, especially once you've got more than 2 type of gas in you.
Also I think the containers could use some work, as in how you utilize them. I'd say make it so that if you want to use a container you hold down a button. That way it doesn't mess up the platforming and you also avoid the getting stuck problem for the most part XD.
Great idea so far and I'm eager to see where it goes!
Hey evaryone that follows this, ribbit!
I rushed the work to a playable state, but the project didn't progress much since then to be honest, sorry j:P)
But don't worrry, I will recover time and motivation for this project sooner or later. Just giving feedback about it is proof of that, ribbit.
I rushed the work to a playable state, but the project didn't progress much since then to be honest, sorry j:P)
But don't worrry, I will recover time and motivation for this project sooner or later. Just giving feedback about it is proof of that, ribbit.
Maybe you didn't see that it is possible to deflate, ribbit, to get into narrow paths.
If not, this was just a really short demo, ribbit. So don't worry there is probably nothing more to see.
I haven't been working much on this in the past year, I'm working full-time now, ribbbit.
But I remade the first few rooms to be more interesting while learning the mechanics and I started making ennemies that should appear later on
Thanks for your interest, ribbit.
If not, this was just a really short demo, ribbit. So don't worry there is probably nothing more to see.
I haven't been working much on this in the past year, I'm working full-time now, ribbbit.
But I remade the first few rooms to be more interesting while learning the mechanics and I started making ennemies that should appear later on
Thanks for your interest, ribbit.
so, that's the room you were talking about, ribbit!
It's out of bounds, I made a room that connect this underwater passage with the secret hole in the ceiling of the first room, which is also impossible to reach.
Water areas will come later in futur versions, ribbit, and there will be a way to get underwater.
It's out of bounds, I made a room that connect this underwater passage with the secret hole in the ceiling of the first room, which is also impossible to reach.
Water areas will come later in futur versions, ribbit, and there will be a way to get underwater.
Comments