Hmm, maybe the problem is in the values for accel/airaccel/friction then, something definitely feels off. If I just jump around I notice that ai accel seems to be really low compared to max air speed, so if you're running forwards, jump, and then press S it takes ages to actually stop and reverse your momentum, compared to the same thing in CS/HL/Quake.
SSTRANDBERG
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Thanks for playing!
It's definitely a tricky game at first, I'm still working on how to improve that.
Dashing tends to overshoot, and you have to run back to where the ball is, but it' usually too late.
Hitting the ball coming at you at an angle is harder, cause it often just touches the corner of the hitbox, ad you don't get enough time
I think these parts get easier as you play. I've thought about letting you cancel dashes by hitting the dash button again (or perhaps another input?) but I'd worry about accidentally immediately cancelling by mashing dash or whatever.
Diagonal hits don't register properly all the time, and you get a forward hit instead, but that might me just my keyboard.
Did you try using the "allow late directional inputs" setting? It basically lets you alter the direction for a few frames after you've hit the attack button, so it might be easier to get diagonals off that way.
Definitely needs a better name
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ERROR in
action number 1
of Draw Event
for object obJ_PauseMenu:
Push :: Execution Error - Variable Index [1] out of range [1] - -1.menuItems(100316,1)
at gml_Object_obJ_PauseMenu_Draw_64
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gml_Object_obJ_PauseMenu_Draw_64 (line -1)
Thanks 4 playin
I think I need to make cards bigger overall, so that should help to some extent with readability. Should probably fix that text bug too. Turned out it was a dumb easy thing.
Also I should actually try balancing classes and things like that at some point, they're pretty haphazard.
The idea with the world map is to have it end up being maybe a bit more puzzly but with a lot of puzzles, or something like that. Still not sure about how interesting it is to play an adventure much more than once (with a given class) since the same "solution" should basically work. Might do some sort of scoring system though? I do want to make (some of?) the adventures so that you need to defeat adventures with different classes at least to make it a bit more puzzley and challenging. A randomizer mode could be fun too, if I could figure it out.
Thanks for playing, I definitely want to do more work to make the GUI clearer. Labels on decks should definitely help, a lot of the piles just sort of floating around in space without you knowing what they mean is pretty strange and unhelpful.
I've barely touched balance things so it's pretty likely that rogue is just underpowered against the current things.
Thanks for playing, the touhou tutorial total conversion is an inspiration. This also made me realize why that graphics bug is happening (it also happened with the goblin king, but only that card, so I wasn't too bothered) and it'll be fixed now. The enlighten thing is worrying because I was pretty sure that worked before, but I probably just broke it while messing with the card selection stuff.
EDIT: apparently I just replaced the "press done trashing" button handling code with "crash because I haven't implemented this yet" code. Should be pretty easy to fix
I like this a lot, glad the game is back to demo day again (and with an english translation this time!)
I think some of the bosses could be more predictable, to make it easier to avoid their attacks. I also think just spamming attacks at close range should be less effective, since it doesn't feel particularly satisfying as a way of killing bosses.