Thanks! They're based on the wrestlers' angle, spin amount, and impact power, but mostly random still.
Otto Ojala
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We played the game, first track once, with default settings, 4 players on a big screen and did like it, fun was had and the silly, unrealistic but still kind of predictable physics had us laughing many times.
Here are some notes I wrote down, these are a bit random, and mostly just nitpicks, but I'll share this as you might find them useful:
-Music was nice but at times very repetitive
-Staying on the road was hard as it's not super clear where you can land and if you can take any shortcuts
-The game feels slow, the first lap took forever
-Maybe there could be some minigolf-like shortcuts that you could miraculously take
-The ghost cars of other players are shown where the end up, even if they've ended up off-road, almost felt like bug
-Perhaps the power meter could yoyo between zero and max power instead of just going full force if kept pressed for too long
-Maybe a casual setting could be nice, that would automatically adjust the settings to the most beginner friendly options
-The game looks nice, the pine cones especially were a nice touch
Thanks for the game! Will get back to it to play some other tracks and try out different settings, too.
Hey, thanks a lot! The ship's movement is something I'm not super satisfied with either - I didn't want to make a dual stick shooter but instead make this a more proper luolalentely game - and with that, especially the rotation of the ship at times feels awkward as you collide with walls and might not be able to turn. I might still rework this a bit.
The web version has its flaws, but I still prefer to have it, as it's so much easier to launch and test. I'm developing on a Mac and rarely boot up my PC, no wonder there's bugs in the standalone version too... Although, I did put a, I think, standard "get_tree().quit()" there, which I thought would quit the game just fine, but I'll have to take a look at what's causing the crash, thanks much for reporting!
Thanks lots! The buttons are meant to be sensitive, but the level design itself could be a lot better as you really do accidentally hit those buttons. I would love for the first level to also teach the player to shoot stuff, like with an obstacle they'd have to destroy before exiting the room. But it is what is, for now :--) And nice catch with the wrong winner being displayed! I'll fix that asap. The end screen also doesn't feel very impactful, even though it should be a significant moment, I should add at least some placeholder visual effects/sound effects to it.
Got my PC set up and tried this out. Here's a few somewhat random thoughts:
-Looking at the gifs, I thought the controls would probably be good. They were even better: movement felt nice and the animations were super snappy
-Reaching the top of ladders and then automatically falling felt odd
-The character rotating slightly when in free fall felt odd also, not sure if I liked it still
-The look direction getting locked when attacking takes time to get used to
-The varied pitch coin pickup sounds are hard to listen to as well as the high heels clatter sound
-The musketeers sniper laser serves it's purpose but still feels out of place for the theme
-I think the eye in the wall should perhaps squint when shooting that beam. That's how I shoot laser from my eyes anyways.
So far I've played the game for maybe 10+ runs, with my old crappy game controler. Didn't get to really try out the items or the combos or special attacks yet.
In general, the game feels really promising. The theme is good and the game looks and feels great already. Good job!
Thanks! <3
Perhaps WJ3 will bring back the super bright yellows again :---)
The original is luckily still playable with Flashpoint Archive: https://flashpointarchive.org/
This felt like well done puzzle game, good job! For me, the game might feel easier if instead of numbers, there'd be just different shades, for example you'd need to blend a darker area of the field (currently 2s and 3s) with a stack of multiple clouds to achieve the desired lightness (or currently the "0" state). Then again, the current implementation is perfectly fine as it is, and nicely technical, too :--)
Also, the fact that it actually rains after completing the level is just perfect, feels really nice. I would have liked to see that cute smiley cloud too after finishing levels!
Cool power ups and the secondary fire makes perfect sense with bigger enemies, or a group of lined up smaller ones. I really like the 1:1 aspect ratio, too.
I got goose bumps as the drums finally kicked in, very nice.
The controls kept getting stuck, maybe because of the context menu that keeps getting popped up when playing the web version and using the railgun, but I took that as an extra challenge B--)
A lovely experience! I enjoyed the atmosphere and especially the music. A couple of things that came to mind when playing: I would have liked to see what the word was that I just collected, maybe it could have been scribbled in the air for a short period of time or something. Also, when nearing the quill with the cursor, I think you could have made the pinwheel spin more rapidly to correlate with the force it applies to the quill and to prove a bit more feedback to the player.
All in all, a very enjoyable little game.
Fun! I was sold right from the intro. Crouching behind cover feels intuitive and adds a lot to the gameplay. I would have maybe positioned the corsshair where mouse cursor is and added a visible laser sight to the gun instead, but that's just my personal preference, and I probably would learned to like the current implementation just as well, if I just played a bit more :--) Well done!
(The web version crashes often (on my Windows Firefox) but I'm sure the desktop versions work better.)