blekdar's Recent Forum Activity

  • Also, if you guys wanna try the game on the Windows Store you can do soooo....

    Here: http://apps.microsoft.com/windows/en-us/app/blitz-breaker-alpha/d3d9e6f1-caa8-44c3-b661-334155f6e069

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  • Alright, so first up: There's a new build at game jolt, fixing some bugs and making the save system actually work properly. Check it out here:

    http://gamejolt.com/games/platformer/bl ... pha/48677/

    And now for the developer's log:

    I got a lot of positive comments and criticism for the alpha, and was able to fix a lot of bugs I wouldn't have otherwise known about. Thank you to everyone who was playing it and delivering feedback, I truly appreciate it.

    So what's new?

    New game mechanics, that's what! Let's go through them:

    Silver keys, collecting these causes the conveyor belts to reverse directions. Makes for some nifty little backtracking levels like this:

    I've shown off water before, but only in a blurry vine. Water's premise is simple, slows you down. It also makes you jumps higher, and your bounces. It also makes for some great precision based stages, since you have more time to gauge your jumps. Have a look here:

    I've got some stages plan that basically call for wall jumping using this bouncy-ness.

    Last up! Magnetic platforms, these are simple: Hit the blue part, you stick. Don't, and you bounce off, probably to your death. This stage explains that:

    Also, while I don't have any screenshots of it I also added some context sensitive death flavour text. You some randomized messages depending on what caused your death. Some instances include:

    'Spikes to meet you'

    'Airated'

    'Mineswept'

    Just to name a few, there's gonna be a lot of them when all is said and done.

    Anyways, that's it for now, let me know what you think and all that. Thanks!

  • New build on gamejolt:

    http://gamejolt.com/games/platformer/bl ... pha/48677/

    Multiple bug fixes and optimizations:

    • Fixed a bug that caused the player to hang in the void of nothingness if hitting the collapsing platforms at just the right moment
    • Made the rainbow trail less...breaky? Smoother mainly
    • Removed a non needed special pixel from a level
    • Penguins fed
    • Deaths are now context sensitive, giving you a different message depending on your method of death
    • Optimized the death system a bunch of times
    • Other things that I can't remember

    Yeah, the core gameplay is pretty much done, but there is quite a bit of game to make <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz"> I am working on putting the same alpha as a beta on google play, would've today if my bloody files didn't corrupt on me. I should have it up within a day or two.

    Essentially this will be the demo I use to show off the concept of the game. I am not sure if it will be a demo for just pc, or if I'll make it a demo for mobile platforms as well. I realize that ftp is the way to make money on mobile platforms, but I'd rather not eschew enjoyment for some cash. I'd probably just have a paywall after the first world.

    Anyways, monetizing is a conversation for another day. You guys give it a playthrough and lemme know what you think!

  • Controls work well, although I am not a fan of virtual controls. They did work well though. Few things:

    • I say you could stand to speed everything up around 25-33%. As it stands it's a little floaty, few things feel like they have weight.
    • The floating platforms could use some kind of bar / line to indicate where their path ends. The way it is now it's kind of hard to judge where you plan your jump.
    • You should allow a short jump. There were lot's of moments I was gunning for a hop as opposed for a full jump.
    • Jumping into blocks is oddly difficult, feels like you have to be very precise. Many times it looked like I hit them, only to have to return and make a more centered jump. Especially that invisible one in World 1-5. My first 2 jumps didn't register, I found out it was supposed to be there by accident.
    • Menu transitions are also kind of slow, but I believe this was mentioned.
    • I am very jealous of the boot time. Mine on android is a hell of a lot longer.

    Hope this helps, keep in mind it's my opinion. It's just what stood out to me. Good luck with the project!

  • Working on some future boss ideas, thought I'd show off some of the progress. These are upscaled x4. Was also feeling particularly inspired by Mega Man.

    A serpent dragon thing.

    Roboctopus.

    Let me know what you think!

  • Alright, so I uploaded downloadable versions of the alpha as well, if anyone trying to play it has issues with the html version loading up.

    Any feedback you guys have, lemme have it! I would love to hear what you guys think!

    http://gamejolt.com/games/platformer/bl ... pha/48677/

    If anyone is interested in trying a mobile build, also let me know, either send me a message or post here. I would like to see how it performs on a variety of devices, so any help would be appreviated.

  • Apparently there is an issue with the slash screen hanging. Refreshing the page seems to fix that.

    I'll switch it for an actual downloadable version later today to get around this. If you feel like playing it before then, you may have to refresh the page.

  • Hey everyone!

    So here's a playable build. You guys should try it out:

    http://gamejolt.com/games/platformer/bl ... pha/48677/

    You can play it with keyboard controls, but the mouse controls are around the same level as touch. If you want to know how the mobile version will play later this year, try it out that way.

    Let me know what you think!

  • Presentation is super slick, and I like the concept. Voted, good luck with this.

  • I like the aesthetics quite a bit. Looks clean and well put together.

    The controls I'm less sure about (I'm not the biggest fan of virtual controls). That being said I would rather try it out before passing judgement. Looking forward to see how this works out.

  • Hey, relatively minor update here. I've mostly been getting it ready for some public testing, but got some stuff to show off.

    First off, got a new website going (just a fork off of Tumblr) which serves has a bit of a press kit for now. I will update it with new screenshots and the official trailer in the coming months:

    http://bonchogames.com/blitzbreaker

    Starting working on a new mechanic as well: Water! Simple really, water slows you down, but also messes with your gravity / bounciness. Found I can use to introduce some extremely precision based obstacle courses, but also can introduce some basic wall jumping. Here's a vine showing some of that off:

    https://vine.co/v/O2bgIIHOK7t

    Does anyone know how to embed vines?

    Alpha is incoming too! Going to load the html version on Gamejolt to get some public feedback on the first area and mechanics, just need to tighten up a few more things before hand!

    Got a bit of inspiration for this, so I did a concept for a potential boss. I *might* change this to make it easier to animate.

  • The theater bar transition seems kind of slow, maybe double the speed?

    This is one of my favorite projects to watch. You're doing good, keep it up.

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blekdar

Member since 8 Apr, 2014

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