Equipped with a flamethrower, progress many levels as you explore lands, torch trees to the ground, surf on lily pads, and set your enemies ablaze. Collect gems, purchase upgrades, discover secrets and characters on your journey across the world of Toad On Fire.
An army of frogs is relentlessly teleporting down from space onto the planet's surface. Their motives are unclear, but something sinister is driving them to wreak havoc upon the population of toads that live nearby. Smokey, a fellow toad who has a taste for pyrotechnics, grabs his trusty flamethrower and heads out to destroy the teleporter beacons that allow the frogs access to different points on the planet's surface. As he continues on, he is faced with greater dangers that lead him to the source of the chaos, something that threatens the entire toad population.
One player. Gamepad supported.
I've been spending some time trying to improve the core gameplay. I'm not quite sure how to define what that is, but the approach I use is simple: generate a random map with enemies, trees, power-ups, etc. The more fun it is to play, the better the core gameplay is. Since, after all, that's what you will be doing most of the time, is hopping around and shooting at things. That's my current theory, anyway.
One hiccup has been on how to vary the weapons and power-ups. Do I let the player select weapons doom-style, or do I have the player pickup power-ups that provide an upgrade, similar to Contra? If I go with power-ups, then how long do I let the power-ups last? Do they last until the end of the level, until the player dies, or is it a timed limit? So many choices, and each one makes a major difference in how the game feels and progresses.
I have a solid idea of how I will go about it, but that might change in the future. However, I wanted to show off some of the power-ups I implemented lately that add some spice to the gameplay.
So I call it a "power" upgrade, because everything fired from the flamethrower should be a form of fire. Instead of a rocket, I'm trying to go for a feel of a powerful, condensed, explosive, fireball.
That red flame above the toad's head is a timer. The flame appears when you acquire a power-up and will diminish when the time is up. The flame will shrink when you have ten seconds left, a visible warning to the player that their time with the power-up is almost over.
I tried a spray first, where it fires both straight and diagonally, but for some reason that didn't feel right. It was also a bit off-putting. Instead, I went with what you see above. It's more like a triple-fire power-up. It's looks great, feels powerful, and is also much more fun than the old spray-like version.
Yep. Probably the best power-up you can get. It's the power upgrade plus triple-spread-fire. Total carnage!
Also in that gif, you might notice a bunch of fireballs circling around the player. That's another power-up, the fire-shield power-up. It will damage any trees or enemies that come in contact with it.
Now I just need to implement these into the levels in an ideal way. In some cases, it'll require modifying the levels to allow for more space to wreak havoc, which I think is a good thing. I'm hoping it'll allow for a more engaging experience.
Limited fuel or unlimited fuel? Each have their pros and cons, but can I find a compromise?
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This demo covers the first two stages and only the first part of stage 3. For the final release, I hope to finish 5-7 stages.
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