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FireNinja360

8
Posts
1
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A member registered Sep 14, 2018

Recent community posts

F11 toggles fullscreen. Try toggling several times, waiting a moment in between each time. I have that problem too and everytime I want to play I have to toggle fullscreen twice to get it to scale properly. It's just become habit now.

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No way, I was using this before I saw your post in this channel! It's really great, and it's actually pretty difficult. So cool that you were able to do that because it's another way to play the game.

Yeah, I guess this is just the problem that you get when you use this system of spawning swords. For fairness it's probably for the best if neither player receives a sword. 

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Yeah, there are a lot of ways that the game could go about handling that situation. I think the only reason this problem occurs is because it doesn't appear that the game recognizes when both players die at the same moment; instead it looks like the game checks player 2's deaths first, then player 1. This would explain why both players  seemingly respawn at the same moment but with consistent differences in how they respawn. As for gameplay, It might just be best not to give either player a sword ever in this situation. Although the situation is a rare occurrence, when it does happen it can be the difference between winning and losing a room. I think that if the player with the least deaths were given priority of the sword, it could create a snowball effect to give that player the advantage (ex. a player has several less deaths than the other and is rewarded with a sword, which gives them the advantage to further the gap of their death counts). When playing it is more fair to put both players on an even playing fieldgiving them equal opportunity in the fight and keeping the game short term.

As for the infinite height, yes it can be achieved!!! My friends and I discovered double-jumps and love them as they add another level of depth into fights, but sometimes it can get a little crazy. We found 2 main ways they can be done. It is completely impractical but pretty cool. Here is a video demonstrating: 

Awesome, that sounds sick! We love the game no matter what, but those little changes would make it even better! Also, I looked around a bit and saw some of the features that you said were going to be added, and they look really fun. Right now fencing for us is a more or less a button mashing contest, but with grapples and all it looks like the game is going to be even more skill based. Can't wait!

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I have some interesting things that if possible should be modified in Eggnogg Rumble. My friends and I play this game religiously,  and we have become quite good at it. We have learned many techniques that the casual player would probably not find, and have probably spent way too much time playing this game. One of the primary reasons we love this game so much is because of how fair it is. However, we have discovered some very specific things that we would love to be modified if Eggnogg Rumble is to come out. 

Firstly, we know that there can be a maximum of 4 swords in a room in the regular mode (with some glitchy exceptions xD). We have found something pretty bothersome that has to do with the spawning mechanic. When you spawn, if there are less than four swords in a room, you will spawn with a sword. However, there are many situations in which both players die at the exact same time. This is not a problem if there are 1, 2, or 4 swords in the room. The problem occurs when  there are exactly 3 swords in the room. When this happens, we have noticed that Player 2 will always spawn with the sword, even though both players died at the same time. This puts Player 1 at an extreme disadvantage, and it is pretty annoying when both players performed equally as well but only Player 2 is rewarded. It would be awesome if you made an exception for if there are 3 swords and both players died at the same time, maybe neither player gets a sword or something like that.

Next, we noticed that while Player 1 will almost always get disarms when kicking midair, there are certain situations in which Player 2 will knock Player 1 backwards and the exclamation mark will appear, but Player 1 doesn't lose their sword. This is very interesting and appears to be something within the code of Player 2. We have not yet decided if it is a disadvantage or an advantage, but it would be really nice if you could debug and find the source of this problem. It would just put both players on an even playing field.

Other than this we love the mechanics of the game. There seems to be no limit to how skilled a player can become using these, as there always seems to be something new to learn. Thank you for a great game and we truly hope Eggnogg Rumble becomes a reality!

This game is amazing!!! It is the perfect simple game, my friends and I have a club based off of it. We play for fun, and we've even held a couple of tournaments. I've seen some of the other games you've made, and I really like your style. We're anticipating Eggnogg Rumble, and are really excited to see the new features you've added! Thank you so much for this awesome game.