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Seth Newlin

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A member registered Jul 19, 2020 · View creator page →

Creator of

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Here's my thinking about the Juice system: Tying a concrete cost to weapons allows for more freedom and flexibility, especially at high levels of play. For a stage like Big Windmill in particular, the high cost of the uppercut makes routing really interesting and leads to diverse strategies. It does affect those who are starting out a lot, so finding a way to make it more forgiving without taking away that limiting factor is a good idea.

It does make sense that getting the Voltaic ranks can be really hard, but I want those to feel like a substantial challenge. I could absolutely see myself lowering the times it takes to get a potent rank instead so that it serves as a more effective middle-ground and can feel like a satisfying challenge without demanding as much mastery as Voltaic. 

For the first note, whichever weapon you bookmark with 'E' is automatically loaded whenever you restart a level so you can always start with the weapon you want. I don't think I tutorialized that well, so that's something I should rework to be sure.

Also, I should have a new demo out in a few days so please give that a try when it releases and let me know if the issues are lessened in that build! Thanks for taking the time to write out your thoughts.

There's a few things that can make sure a speedrun comp works well. Off the top of my head, these are the key things to keep in mind.

1) Establishing a community that's interested in the game

2) Some sort of in-game timer or equivalent for easier timing

3) Clear communication on rules (especially for where and how runs are submitted)

4) Good Tutorials (Unlike mine) 

I've only done this once, but that's what worked well for me! Let me know if that makes sense or if I should clarify on any of that. Good luck with your game!

Nope, probably not.

Does it say anything else other than just "Fatal Error?" If it doesn't give any specific message, it's most likely an issue with not having enough resources.

Unfortunately not. I'd like it to be available on everything, but I'd need to own a mac first and I don't got that kind of dough

What exactly was the issue with the gravity dash? If I recall, the tutorial tells you pretty precisely what it does and gives you a safe environment to test it out, even explaining that you gotta jump right after using it to get the most out of the momentum boost. If there's something that wasn't clear about it, let me know and I can see about clarifying it. I do agree the tutorials need a bit of a rework, although the main issue is with players getting overwhelmed. I'm not sure if checkpoints would really be needed for stages that take about 20 seconds to complete. Anyways, thanks for the feedback. 

I just put out a new build with some optimizations and more graphics options, let me know if that helps it run better for you

skeletalseth@gmail.com

If anyone is (somehow) curious about this project, it's still alive kinda. It's taken on a much different form, but something like this will come out eventually, probably.