I like to make stuff.
Thanks for playing and the feedback! I have been thinking about the weapon selection a lot along with the current keyboard control.
At first I had it automatically switch to the last weapon collected, but I was afraid that if the player favored the current weapon / automatically switching may obscure the player experience.
You are able to cycle through weapons by pressing Y on a controller (xbox controller) or K on the keyboard. With that said I have been having issues with the keyboard control layout - which I feel leads to many of these issues. I need to re do the directions and perhaps make the controls configurable by the player. Thoughts?
Thanks! I honestly don't know if it's a big deal or not either.. This is all very new to me ;)
I actually updated again... v0.1.6 : spikes no longer kill, but now harm. also fixed a few minor bugs.
I can't wait for shape shiffters either :D
Woot!Can't wait to play!
Thanks dude! Hopefully it's as gorgeous in game ;)
Yeah, agreed. I like the idea of removing fall dmg on first shaft too. I'll have to toy around with this.
I'm most likely going to keep the elevator as is (and perhaps remove fall dmg) and move the starting position after it.
Can't wait to play this! Looks super entertaining.
S is for secret :) - The real question is, will it be in the same place as the sketch o_O
First elevator shaft - half way through - on your right - shoot like hell ;)
I simply can't wait to play! Gameplay looks stellar.
It's interesting how level changes can equate to changes in player mechanics. I have too faced this with my project. It's tough to figure out what to nail down first - to minimize massive changes. Great read. Keep it up!
Thanks for testing it out!!
Improved player experience is what I'm after :) so it's appreciated for sure. The stunning is by design - it's supposed to alert the player that you should stay away from those guys. Cause and effect. IF you don't you will certainly die. Timing and patience is key when the flying patrols are in sight. I am however reducing the amount of time you are stunned for. Which after a but of testing seem more fluid.
Player movement is always under refinement, so any feedback on this is great. I guess I'm not feeling the "walking on ice" effect in relation to movement. Are you saying the player "slides" or feels as though the player has no traction?
There are more 'secret' areas ;)
That is my thinking on the stunning. I feel it can be at times a minor inconvenience or complete chaos. The unpredictability of what could happen, I feel lets you know to stay away from them :)
Thanks a lot!! Abyss Raiders looks freaking awesome!
I faintly remember the beginnings of this on the scirra forums. This looks Awesome!!!
This is awesome thus far. Great movement, artwork, and mechanics! Can't wait to see more