risto's Recent Forum Activity

  • We like this idea of taking a bonus but with the risk of crashing into something at the end. A bit like in Mario Kart Double Dash when you use the chomp chomp and it releases you in a curve and end up in the grass.

    Interesting idea, I like it. As long as it feels fair to the players.

    I actually played a lot of Mario Kart Double Dash, in mario kart 8 they changed it to a kind of piraya plant which gives the player boosts like every other second which requires timing to slide correctly. Its a little more challenging to use while you have the power up, but don't have the same potential of backfire at the end. I try to think of other games with power ups with potential backfiring, but can't come up with any... Maybe pac-man, when it ends right in front of a ghost, but I'm not sure how often that happens in games. Interesting idea

    We hope to make a looot of backgrounds and contents once we have a solid gameplay

    Thats good, gameplay first

    I like that the game have a "macro loop" with coins and unlocking levels, this early. Most of the prototypes of mobile game I have made don't have the big loop, which I have started to think is kind of necessary.

  • Thanks, mate!

    Be sure to check LaffeTheFox's Soundcloud page. He has tons of other fun chiptunes around here.

    He is working on his 2nd album at the moment.

    Thanks for the link, a lot of good stuff there!

    Here is the actual logic (as of version 0.6.9):

    I like the "level" approach to random generation, I used a similar version in a game I made. One idea for Bikosaur might be to change the probability of having the things appear, like instead of:

    Lvl 2 - 101 >= 400

    Obstacles: Y - Every 2 blocks.

    Enemies: N

    Holes: N

    It would be like:

    Lvl 2 - 101 >= 400

    Obstacles: 50%

    Enemies: 10%

    Holes: 1%

    Lvl 3 - 401 >= 1000

    Obstacles: 5%

    Enemies: 50%

    Holes: 5%

    In that way its possible to get a similarity control of the changes in the level, but it will also feel a little more unpredictable. And you can rise the probability of holes the more you progress, instead of just having it holes / no holes.

    This approach might generate impossible levels, like holes + obsticles + enemies. So another approach might be to have static parts like now (mostly enemies, mostly holes, mostly obstacles ), but have hard and easy versions of the part which have a higher probability to show up the more you progress. I'm not sure if its clear...? Anyway, its interesting with different ways to generate levels

    Thanks! I took those design ideas from Rayman series, and Donkey Kong.

    Tons of impressive parallax & background effects to inspire you.

    Yes, I really like the new Rayman games! I would say that they have among the best visuals in game play collisions (...?) or how to say it. Theres a lot of cool visuals, which also fits into the game play, I think I have not played the new Donkey Kong Country games, but they are definitely on the to play list.

    Most of the times when I make games, its in a short time, like game jams, so I usually don't get to spend the extra time on details in the graphics. But I will try to think about a way to add more of details in new projects, because it makes a lot of difference

  • > Anyway, now I can actually play the game. I'm curios about that 10th level, thanks!

    >

    It don't think it was anything particular, more that a lot of the levels was solved on just a few moving around of the blocks, but for some reason I just tried a lot of different things on it but nothings seemed to work. I eventually beat it, but it kind of destroys the flow (with all of the fast levels before), and if I would have played the game on the buss I would probably have dropped it.

    I don't think level design is a exact science, so one idea might be to just have a lot of people test the levels and notice which ones takes more time to solve. I also think that it might have something to do with the number of possible solution. in world 2 theres a lot of puzzles with few pieces and few solutions, probably just one or two which you see right away, but when theres a lot of pieces and few solutions, you run into dead ends quickly and basically have to start over the level by removing all of the pieces. That might be the reason, but I'm not sure what made world 1 level 10 part 2 stand out from the rest of them.

  • Yes, it was unclear that it is possible to rotate the blocks. I think the design would be more clean if it was not possible to rotate the blocks, but it might get harder to make a lot of levels. One idea might also be to hint after a while with some gray lines that the blocks should be rotated.

    I think its possible to make a "rotate towards angle" to get a rotation effect.

    The graphics is very nice, but its a little confusing when all the blocks are the same color. One idea might be to have some slight variations of tone or shades, just to make them look a little different.

    I really got stuck on level 10:2, I'm not sure how the difficulty are suppose to be, like if all levels are going to be the on a fairly equal level or if you want to mix harder and easier once, If you want to mix them, it might be an idea to indicate the harder once clearly.

    It would also be cool with none-linear level progression, but I'm not sure if it "sells" on mobile.

    I like the touch of how the screen scrolling down when you complete the level. Would be cool if it was some kind of effect, maybe water inside the darker area when you complete the level

  • Nice background and music

    How does the level random generation work? Because its feels like holes are a lot more dangerous then the cats and stones are. Maybe add more holes, make the cats more dangerous or make holes less dangerous (by respawn the player with fewer hearts)?

    I also like the details of fruits on the floor and leaves in in the top

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  • Very charming graphics

    When I pick up the booster ability can it also destroy cones? Might also work to blink the ability when its about to run out.

    I also like how the character changes outfit depending on the levels

  • .ogv, interesting, I will have to check out how it works in construct. I just assumed that video would take to much space. I actually made a kind of point and click game based on video recordings of a real world place, but exported it to images instead of having videos. It pretty cool when the camera moves in a otherwise static environment, I will have to check it out

    Yeah, stealth fits well. I didn't know about The Witch's House, looks pretty interesting. I really like the mood in Silent Hill 1 and 2, but the puzzles, could get a little frustrating. You had to find the parts AND figure out the puzzle. I remember that I a couple of times was wondering whenever I should look for more parts or try to figure out the puzzle with what I already have. I guess that what you mean with environmental puzzles is more about finding the parts, instead of focusing on putting them together in the right order? I watched some game play from a ps1 game "forget me not Pallet", also made in rpg maker. Its not a horror game but might have similar puzzles, but focus also on unfolding forgotten memories.

    Nice, I'm not reading that often on this forum, but I added the rss from your youtube channel. Good luck with the project

  • Cool game I really like the idea of rendering 3D art in 2D games, like Diablo 2 and Starcraft, like in the old days. Its nice to not have to care about poly count, texture resolutions and stuffs, just export it and handle the layers in the engine, right?

    Does it take a lot of memory with the cut scenes and art assets?

    Are the combat going to be like in Lone Survivor, like hiding in the shadows? And are there going to be puzzles?

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risto

Member since 20 Oct, 2015

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