Multi-kill prompt |
I'm working on multiple parts little by little. Helps to keep from feeling overwhelmed. Parts include the final boss, game end sequence, the 4th h-animation and bugs.
Then there's the animation gallery, still undone.
I believe I still have 3 slots of skills (active + passive) left to finish. Ohgawd
Oh and Happy New Year y'all!
Ay, keep going man. Just letting you know that we really appriciate you making this game, and it looks amazing.
ReplyDeleteGood work mate.
By the way, I would love it if you added some sort of tease ability.
Delete(Just a suggestion)
Thanks! Will keep it up.
DeleteIt's still open for suggestions. What might this tease ability do?
For example, she lifts her dress for a second and bends over and 1 or 2 enemies gets stunned and walk slowly toward the character defenseless for a limited amount of time or until attacked.
DeleteJust an example of what it could be. Keep doin whatcha doin.
Interesting. I'll be keeping this one in mind.
DeleteOooh, I like that.
ReplyDeleteHmm this one might be much work for me to undertake. Corruption will require its own set of mechanics and handling, alongside new voice efx too. If I have time, I could look into having subfolder where players can use their own voice files if they wish.
ReplyDeleteI was thinking of two skills where sex can lead to debuffs OR buffs, depending on the choice. Obviously I'll need to include a check so only ONE of either can be used at a time. Maybe I can call them "Lewd" and "Virtuous".
I just wanted to drop by and say I love your game and appreciate what you've been doing. Please keep it up. It's a lot of fun even without the h-elements, and all the better for it. ^_^
ReplyDeleteThanks for stopping by! I appreciate it.
DeleteHopefully the game will turn out better than everyone expected once I finish.
Happy (late) new year!
ReplyDeleteYou too! Hope we'll have a good one.
DeleteWhen you finish this will you ever go back to labcoat?
ReplyDeleteYeah I probably will, after some additional updates to AoA post-release. Labcoax is in need of major cleanup and overhauling.
DeleteI hope so, I'm still waiting for that werewolf
DeleteYeah sorry for having kept you waiting on this. I'll see what I can do from my side, maybe whip up a short sprite loop. Stay tuned.
DeleteToday I found your game via Kimochi and I really like it.
ReplyDeleteThe warrior maid is incredibly beautiful.
Thanks! I'm glad you liked her design!
DeleteThis comment has been removed by a blog administrator.
ReplyDeleteThis is a pretty swell little game. It's fun and really challenging later on. No bugs to be seen either. I have to say I didn't manage to finish it just yet(lost three times between stage 33 and 36 and ran out of time); will the game have a save feature at some point?
ReplyDeleteSkills-wise, I found the shield toss and the rush to both be fun and effective, the invulnerability one very useful and the "lose one heart to deal slightly increased damage for one single attack" to be exceedingly underwhelming. I read the description for it, and I thought that I had to be reading it wrong, that it had to power up multiple attacks, but nope. Maybe if at least the higher level of the skill increased the damage to very high amount it would be maybe useful?
I used an X-Box controller to play the game: it worked very well right out of the box with no configuration, and it works great with the game. The one tiny issue I had is that the Open Skills menu is not mapped on the controller, and doesn't seem mapable either in the options. It's no big deal since it's not used midfight so you can easily press enter on the keyboard, but it's a bit puzzling.
Anyway, thanks for the fun game! And major kudos for making a game with a realistic scope instead of the grandiose plans that so often gets dropped in this industry.
Heya Ayra,
DeleteSorry for the late response! It's good to know you enjoyed the game. You can already save the game via ESC > Save & Exit. I can understand why this isn't obvious. I might be implementing a save at end of every round soon. For now, having it save often can ruin testing, so bear with me a little.
I agree on the skills being unbalanced at the moment. Your feedback will help me see more clearly the underwhelming skills that require buffs. Right now I'm leaning towards making the "lose HP for a big hit" have extended range (charged) and unblockable.
Yeah I completely forgotten to include the button config to open the skill menu and the exit menu. This one will go straight to the top of my task list.
Thanks for playing! You can check out my previous project "Labcoax v0.5" too. It is extremely alpha though.
Well, looks like I had never actually pressed ESC before in the game... I'll blame that on using a gamepad and not the keyboard :) I always exited the game via simply clicking the X at the top right. Maybe it would be an idea to put a "Save progress?" prompt when trying to exit? An auto-save as you mentioned would be good/better too, of course. And no worries about not having it right now.
DeleteIs there any reasoning why you sometime get all the experience/drops for pushing an enemy off the platform and sometime they just drop down instead? Both situations seems to happen with living enemies being pushed down.
The "lose HP for a big hit" skill could work with extended range and unblockable: it'd have a use for instantly killing the regular shield guys to get their shields easily. I probably still wouldn't use the skill but it'd have a use at least!
The throw shield is definitively the most fun in my opinion: it's extremely satisfying to snipe an archer halfway across the arena. It's a bit strange to be able to use it without actually having a shield, but for fun purpose I feel that's fine.
Tiny consistency error: If you lose and restart, you don't get a shield upon restarting. If you save and exit and return to the game, you'll get a free shield.
Hmm I think I'll let it stay the same regarding Saving (and Autosave). Pressing the top-right 'X' will let players exit without saving in case they want. Otherwise saving can be done via ESC > Save & Exit.
DeleteAt the point when an enemy steps air (not solid ground), it triggers death state for enemies. On death state, it releases drops. The drops then check if it fell on solid ground. If it does, it stays in the arena. If it doesn't, then it falls into oblivion.
The shield throw is pretty versatile for close and long-range, plus it does consistent damage too. Damn that's OP.
Shield inconsistency: Haha yeah I had the shield on start for initial testing purposes. I haven't had it off ever since. Gonna have to get to that.
is there any way i can skip the levels? i accidentaly closed the game without saving and lost everything
ReplyDeleteOpps sorry for the late response. You can change the savegame.ini file to skip the levels you've finished.
Delete1. Go to the savegame.ini file at the path:-
C:\Users\\AppData\Local\AoD_Alpha2
2. Open file and change the attribute: roundmax="41.000000"
Put higher or lower round depending on your liking. Do note that you can only restart checkpoint rounds 10, 20, 30, 40 only.
I will implement a save on end of each round in the next release.
Hey, did you ever notice that not all the little glowy experience bits actually give you xp when you pick 'em up? If you grab them slowly enough, especially on the earlier levels, you can watch your experience counter *not* rise! :P
ReplyDeleteReally? I didn't notice this. When I coded it, I had assumed it'll work just fine :/
DeleteI'll check on this. ,thanks for pointing it out.
Hey, another quick note. If that drawing showing the sex-animation zones in your Sketches, etc. section is accurate, you may want to consider implementing that a little differently. Since the way the animations work tends to drive the characters toward the edge of the arena, it's pretty difficult to move from one zone to another during game over. You may want to cycle through the animations, or have many thin slices of arena dedicated to each, rather than halves, thirds, etc. That way, you're more likely to get to see all the animations! :D
ReplyDeleteHeya cthulhu,
DeleteI think you might have misunderstood the zones chart. It's not really about zones, but the direction in which the player faces upon knockdown.
If a player gets hit from the north-east side and was knocked down, they will likely be facing the same side. That means likely the 1st or 2nd animation will be played, depending on the number you have unlocked at the current moment.
Cycling animations might be a bit tricky. I was thinking that at least the current handling will allow the players a little bit of control. :/
Ahhhhh, that makes a little more sense, since it wasn't quite working like I'd expected. :P
ReplyDeleteShe does tend to get stuck in one position as things are now, though. Inevitably, she winds up getting humped to the edge of the arena, and then pretty much just bounces off over and over and remains in the same position.
Maybe if there were some mechanic for picking a direction you get thrown in after fighting off the dog-pile?
How's the progress going? Any tentative date on next alpha release?
ReplyDeleteHeya Bananas,
DeleteSorry, Was super busy the past few days.
I'm trying for a release before the end of this month. Before that, I'll post another "Progress Report (x)" soon to talk to ask you guys some opinion on things. Stay tuned!