Doing great! The reason I'm not active is because I'm working on a VR mini-golf game with my friend. Walkabout Mini Golf. I even made foxhunts for each of the courses. I owe you a devlog about it. I'll get back to this, but right now mini golf is taking all my world creation and puzzle design energy.
anomalina
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Hmm. I need to look more into inviting people and running the channel... here is a link tho... with 10 uses for now https://discord.gg/MnY5C4y
Cheers! Well in my case, I can just change the wording on the clue cards. Give more or less of a hint based on the words or pictures I use.
Of course, there are certain puzzles in the desert chapter that need solving without a clue card, and those were always the toughest to modulate. I found exactly the same... my testers would either get it immediately or get stuck for 20 minutes. It's not the end of the world if one puzzle presents more of a challenge to a certain player than the others, as long as most everyone is getting through, and its not consistently ONE part everyone gets stuck at. I just have to trust that by then they are engaged enough to keep thinking about it for 20 minutes.
One more advice: don't trust your own feelings on how hard the puzzles are. There is no substitute for playtesting.
I will follow your game! I want to play a puzzle game like mine, that's why I made it, haha.
Thanks!!
You saw my making-of? Not good enough? : )
https://anomalina.itch.io/ohsnake/devlog/141119/oh-snake-making-of-video
Mars Tower Defense will be a pretty normal tower defense game with swarms of bugs, upgrades, resource collection... but with some added wrinkles like open terrain, and the ability to place your towers and path wherever you want.
The Idea
The original idea was a tower defense game from the point-of-view of the teeming mobs, so from the beginning I wondered what powers I could give to them besides "Make Mob". Resource-salvage from destroying a tower and the ability to change your path came to mind. The movement, waypoint-seeking, and collision code for the bugs (tanks at that time) came encouragingly easy.
Look at them go, they actually look like they're stopping and thinking! But the code is exceedingly simple.
I no longer know if the gimmick of "Tower Offense" is going to be worth seeing through (I can switch sides back and forth at this point), but I still want to make a Tower Defense game. Merely watching swarms of green bugs run into your blazing guns is satisfying to me even though there are no resources, strategy or gameplay yet!
Some things that bug me (not intended) about other tower defense games are the locked-down path, which I talked about, and the pre-ordained building sites. I'm going to try to keep both open as I develop. Put the path wherever you want, build a gun wherever you want. This raises certain complications, like building a gun that blocks the path, but maybe I can turn that into a gameplay mechanic, who knows?
Why the setting on Mars? Well, I like space, and I like the vermilion and hot green color combo.
Starcraft, AoE and Conmmand & Conquer for me... yes, I love RTSs and want to get more RTS elements into this Tower defense. Your points on long, boring board games are well-taken. Re video games. What do you think of Starcraft2? Did they do everything right? And why didn't RTSs exactly rise again after that...
Sounds great! I like doing devlogs... that's what I mean when I say I want community feedback and keeping myself accountable. I published this new project today, Mars Tower Defense just so I could have the devlog.
What am I missing tho? Am I supposed to (and how) create a "bare" devlog without it being part of a new project? Do I keep the project private but publish the devlog inside it?
Of my four games, I have two games that are work in progress and I published them because I want community feedback/support, and motivation for myself to keep going. However, there's nothing to download yet.
The release status is set to In Production or Prototype, that makes sense. But I wonder if I'm using itch correctly, it seems to want a download and I don't want to turn off users who come to my page expecting a game to play.
Also, when I do finally release the game... switch it from "in production" to "released"... am I gonna get the same bang for my premiere as if I had just released a new game at once... top of most recent listings, a spike in popularity for new users just discovering it and so on? Is it worth starting a whole new project for when it is finally ready?
Thank you, no. Frankum on FreeSound.org
I postponed sound and music as long as I could, but I dunno why: the game really came alive with those elements.
Can you think of a third power-up, an alteration to the laser perhaps that preserves some power-ups? As my friend Craig points out, EMP and Laser basically have the same effect, so a variation would be nice.
Wow, thanks dude'bro! You were fun to watch while you figured it out. You struggled with that plank ramp, but damn, that last puzzle you pretty much got the fastest I've ever seen it... gratifying to see it done the way I intended it. Thank you for capping and calling it "amazing".
There will indeed be another one coming up (I'm currently 150 hrs in), but I'm afraid it won't be free! : )
Seems like I need a mac running Catalina to pull some sort of post-build xcode magic and validation process. I just don't have the hardware or time for this...
https://gist.github.com/dpid/270bdb6c1011fe07211edf431b2d0fe4
Seems like I need a mac running Catalina to pull some sort of xcode post-build magic and validation process. I just don't have the hardware or time for this...
https://gist.github.com/dpid/270bdb6c1011fe07211edf431b2d0fe4