Hi! I made a small update in the project, and the boss was reworked too!
But as to not break the 1BIT-jam rules I created a new project to update the game. thanks for your input!
Hi! I made a small update in the project, and the boss was reworked too!
But as to not break the 1BIT-jam rules I created a new project to update the game. thanks for your input!
Hey! Thanks for the feedback!
About the "Attack" action not being used, I added it because if the player wants to capture the piece overlapping them, and doesn't want to move or let the piece move, the attack will be the only option, but it's just a very situational action to allow for more freedom of choice.
As to not break the 1BIT-jam rules I created a new project to update the game
Some updates that might interest you:
* Added an automatic path prediction line for the pieces. (probably janky tough so be careful)
* Added inputs that correlates to actions (you can find them in the description)
* Updated the boss fight so that the boss actions are more clear, but he's still relatively difficult to beat since it's still the last level in the game and the only boss
Hope to hear your opinions if you play the update! (And good luck on the boss if you do)
Thx! I couldn't squeeze improvements for the tutorials in time, the only thing I managed to add that improves the overall movement prediction for the enemy pieces is that you can hover (or click in mobile) to show the highlighted path that the piece will make.
If you have any ideas to improve this or any other aspects of the game I would be glad to hear them!
Thanks! I see what you are talking about when you say that it has potential, I fell in love with the game during it's development even though I didn't have much time in those 16 days to work in it, and I'm thinking if I should continue the project a little longer or not.
About the "defend" and "pass" being the same in some sort, that's something I thought about too XD But it just felt more natural to have the option to pass since the "defend" action is only used when you feel like you are going to be attacked, and forcing it as the only option left to pass the round makes the player (in my opinion) feel like they are in the wrong even if they know the exact next movements of the opponents.
btw: If you have any ideas for further development, I would love to hear them!
Thanks for the feedback! Unfortunately it's the last/only boss, so I tought I would make him a little bit difficult but since I was the one testing him through his early stages I think I got too accustomed with his moves.
Im thinking of nerfing him soon, so I have to ask, what was the most difficult part of the fight against him?
Español:
El concepto del juego infantil llamado "THE FLOOR IS LAVA" es que no puedes tocar el suelo por la hipotética lava que hay allí, y si tocas el suelo pierdes.
El punto clave es que no se puede tocar el suelo, incluso si no hay lava real allí, por lo que, a mi conclusión, no es necesaria la amenaza de la lava real porque llenamos ese vacío entre la realidad y la ficción con nuestra imaginación :)
English:
The concept of the child's play called "THE FLOOR IS LAVA" is that you aren't allowed to touch the floor because of the hypothetical lava that is there, and if you touch the ground you lose.
The key point is that you can't touch the floor, even if there is no real lava there, so to my conclusion you don't need the threat of the actual lava to be there because we fill that gap between reality and fiction with our imagination :)