[closed] Umbra... Now available on Steam

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  • ....this is my opinion about your game <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

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    Thank you, lol! Actually out loud.

    It would be easy for me to add joystick input as well - I didn't expect it would be preferable as I'm used to keyboard hitting <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">. I'll add that soon.

    I think moving the text is a good idea, at least so it's not in front of the player - I tried it again and see that if you're on one of the ropes it could happen.

    Thanks for your thoughts and feedback <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">.

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  • Colludium

    Omg, played the demo and.... game shuld be called " a 1000 ways to die! "

    other than that... looks great!

  • Thank you irina! I was thinking of trying for 10^6 ways to die, but that might be a bit too ambitious for me...

  • There are about 16 ways to die .... but in so many places

  • MadSpy - lol, yes!

    Update:

    I realized / felt that the game needed a little something to make it more than just a long death-avoiding adventure... Hence the addition of prisoners you can release - if you can solve the puzzles to get to them or find the hidden door to their prison chamber. To make it slightly more interesting to the player I've started to add little conversation snippets you can have with the incarcerated - it's just for spectating and there's no plan to make it more interactive - so the last few days have been taken up with adding a method of importing lots of conversation data into the game. I started doing it long-hand and quickly realized that the best way to go is svg import (another excellent rex plugin) so I can now add conversation info to quickly make those prison scenes just a little more interesting. I hope!

    Other things on the rather long to-do list: an opening animation to introduce the game (ideas and suggestions are welcome!), steam plugin with awards for releasing prisoner children (or just facebook posts if not on steam), and possibly a level chooser. I was initially against the idea of including a level chooser to the game - I wanted the player to go for it and experience each level until they completed them. However, now that I'm introducing the prospect of awards and kudos for finding hidden parts of the game, I am considering letting the player retry (or restart) a previously completed level, without deleting their final progress, so they can have another go at finding a hidden prison cell and get the award for it. Anyone with any thoughts on this - I would really appreciate other perspectives. If I do implement a level chooser and go-back option then I'm going to have to completely re-do my game save logic (won't take forever, but it works as it is and is tamper-safe, so I only want to change it if it's a really good idea).

    I expect to have a new version of the demo (link below) out in the next few days...

    Cheers.

  • I've uploaded a new version of the demo.

    Changelog:

    Level 1: different text positioning for the instructions, some of the background objects have been moved or deleted to make is slightly less nearly-impossible to see the player and the traps, new rope climbing mechanic and adjusted animatoin.

    Level 2: slightly altered layout to incorporate a prison, complete with prisoner...

    It's been a busy week (at my real job) so I'm hoping to make some headway with it over the weekend...

  • I will be checking this out over the weekend

  • Excellent spongehammer - I hope you enjoy it...

    I've just updated the demo again after fixing a bug that had probably been hiding in the background until I changed the player's collision polygon to fix a different bug... A bit of a bug domino effect going on here, I fear. A big public thanks to MadSpy for identifying it - thanks!!

  • Update - I've made some minor tweaks to the player movement to make it feel more responsive and less prone to doing weird stuff near to solids; I've also added xbox controller left joystick control, which is waaaay better to use than the d-pad (now I've tried it, I see the big deal).

    Edit: just added a pause/confirm screen to the return-to-start selection, just in case it was a mistake!

  • I am dragging myself into the 21st century and converting my game-save logic over to local storage. Sigh...

  • Colludium Glad that you added joystick support. I wanted to try it out but i get error 404 when clicking on the image in your signature.

    First it worked but was the wrong version and after deleting the cache it just gives the regular dropbox error screen.

  • Anonnymitet - let me check it out and I'll post here when it's fixed - cheers!

  • LocalStorage has now been successfully incorporated - OMG that was much more complicated than I thought it should be!! Goodbye to a few hours of my life that I won't be getting back lol.

    Some progress from last week:

  • After some wringing of hands I've finally settled on an underground cellar theme for level 4....

  • Level 4 dev continues...

    I've got to be honest, I think that I've only got a few more puzzles in me before I lose the will to live (maybe one more level after this one). Betta make 'em whoppas, then!! So then I can concentrate on making the rest of the game look and sound good. And then I can take a rest. Fair play to those who do this for years at a time - I've been working on Umbra for over 6 months and I am starting to need to do something else. But I know that if I put this down it'll gather dust and languish forever in the 'nearly finished' pile....

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