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AppGameKit/AppGameKit Studio Showcase / [WIP] Rush to Adventure

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Digital Awakening
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Posted: 3rd Aug 2014 15:16
Argh! I did not realize that IndieDB would take days to authorize submissions.

Digital Awakening
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Posted: 3rd Aug 2014 17:57 Edited at: 3rd Aug 2014 17:59
I have a lot of luck with submission times. Both Digital Awakening and Rush to Adventure has already been authorized on Indie DB. Download link coming as soon as I've completed the new website.





Digital Awakening
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Posted: 3rd Aug 2014 22:11
New website just went up. Got all the downloads working now, I hope. Here's a link: http://www.digitalawakening.se/index.php?p=rta

More videos coming.

And I am so tired right now.

Clonkex
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Posted: 4th Aug 2014 15:29 Edited at: 4th Aug 2014 15:35
Quote: "I have a lot of luck with submission times. Both Digital Awakening and Rush to Adventure has already been authorized on Indie DB."


Cool! Looking now!

Tip: DO A VIDEO. I know it sounds like an unimportant step, but in actual fact it's one of the most important parts. Make sure, also, that you put the video EVERYWHERE, especially YouTube.

Digital Awakening
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Posted: 4th Aug 2014 19:19 Edited at: 4th Aug 2014 19:19
Thanks

There's a Youtube video on my website. But I could of course do this:



Greenlig is working on a video too. And OhMyNugget had technical difficulties but he will make another video like the one he did on the pre-alpha.

Clonkex
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Posted: 5th Aug 2014 01:36
Quote: "There's a Youtube video on my website. But I could of course do this:"


I watched it, and it's good except it possibly needs to be longer and show off more. Have to see what Greenlig and OhMyNugget (lol, love that name ) come up with

Digital Awakening
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Posted: 5th Aug 2014 01:51
When I have the time I plan to make a proper trailer

Naphier
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Posted: 5th Aug 2014 05:34 Edited at: 5th Aug 2014 05:41
Had a bit of fun playing this game the other night. Very glad to see it getting out there and pretty surprised it had very few downloads still, everyone's been pretty excited about this game, why aren't you all downloading it?? Anyway, I like it, the graphics are well done, levels are well designed and it is a nice cross of 2D platformer with RPG.
A few things I've noticed:
Why is it still called "Alpha"? Makes me think it is an alpha version of the game, but it looks finished. Is it not?
The jump button doesn't always do a long jump when pressed down. Pretty annoying, but reminds me of old Nintendo games where you'd get ticked at the controller for not responding.
The first tower is SO hard. I played it through a few times and couldn't do it, mainly because the jump button only gives short jumps some time.
Would be nice if some of the monsters dropped health.

Again, really like it. Hope to see it succeed! It seems like a game that many are interested in. Have you done much to try and promote it yet?

EDIT:
Also to note - If you search Google Play for "Rush To Adventure" I went through 250 apps (the most it will return) and the app is not listed. Unfortunately Google Play seems to do a TERRIBLE job of literal app nam searches and relies heavily on the description. I suggest that in the first line of your description you put in the words "Rush To Adventure" it will increase search results.

Digital Awakening
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Posted: 5th Aug 2014 09:20
Naphier:
Thanks

It's called alpha because there's only 10 levels and not the full game. There's a lot more content planned.

You jump higher the longer you press the jump button Maybe now you will find the tower easier? The tower is the hardest level. It will help to acquire all the gear, abilities and experience you can first.

Heart pickups are planned for a future release. As well as stars and powerups.

I have been trying to promote it here and there. Over 200 total downloads so far with Ouya taking the lead at 174. Got 25 downloads on IndieDB (12 today) and is currently placed 97! Softpedia have it on their site with 10 downloads, got 3.5/5. Google is slow at updating so I had 6 downloads 2 days ago.

Thanks for the Google Play tip, will give it a try

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Posted: 5th Aug 2014 16:17
I'd at least call it beta or light/lite now. Alpha is usually reserved for in-house releases that are not much more than proof of concepts that are not made available to the public, but it's your game, your prerogative. I'd just hate to see people avoid it because you're calling it alpha.

I was pressing the jump button fully, not just tapping and still getting short jumps. Could be my tablet. Also seemed to happen most when I was moving and jumping, never seemed to happen when stationary.

Glad you're getting some Ouya downloads!

swissolo
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Posted: 5th Aug 2014 17:37 Edited at: 5th Aug 2014 17:42
Oh. I didn't realize there was a PC demo when I had been skimming this page. IndieDB is a bit of a mess so I missed the download section. All the talk of releases made me think I'd have to pay some time soon to see anything. I'll try it now

[Edit] Shouldn't the first sign say "contain" not "contains?"

Digital Awakening
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Posted: 5th Aug 2014 17:39 Edited at: 5th Aug 2014 17:40
Well, the definition of alpha is sometimes quite loose. Recently Bungie released an alpha of Destiny and that had more content than mine The proper definition of alpha is that most coding is complete but it is lacking in content. Anything before that is to consider prototype or pre-alpha. I have released both previously. A beta would be something closer to release. But I can see your concern.

I have never had any problems with the jumping so can't help you with that

Digital Awakening
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Posted: 5th Aug 2014 17:43
swissolo
There were some delay in getting the download approved on IndieDB that I had not accounted for.

swissolo
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Posted: 5th Aug 2014 17:49 Edited at: 5th Aug 2014 18:27
Quote: "There were some delay in getting the download approved on IndieDB that I had not accounted for."

Ahh ok maybe that's why btw why does the handle of swords (for level selection) block movement? A little strange I guess that's true for all objects? Oh and you left sourcecode.txt in your media folder so I can see all of your variable names

Edit: The dash jump attack thing took me forever to figure out. I didn't realize you had to be glowing. Might want to make that a little more clear! It was fun though. Even on normal I liked that there was a bit of a challenge involved. I do wish that once you swung you character would finish the swing in that direction. I wanted to attack and pull back but would always end up facing the wrong way

Digital Awakening
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Posted: 5th Aug 2014 19:39
Quote: "why does the handle of swords (for level selection) block movement? A little strange I guess that's true for all objects?"

Yeah, will change that for next release.

Quote: "Oh and you left sourcecode.txt in your media folder so I can see all of your variable names "

Crap.

Quote: "The dash jump attack thing took me forever to figure out. I didn't realize you had to be glowing."

Any suggesting on how? Would altering the teacher's description be enough?

Quote: "It was fun though. Even on normal I liked that there was a bit of a challenge involved."

Great

Quote: "I do wish that once you swung you character would finish the swing in that direction. I wanted to attack and pull back but would always end up facing the wrong way"

The attack direction should be fixed unless you are in mid air. That I could change. It's based on old code where attacks were only a single frame. Or do you mean something else?

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Posted: 5th Aug 2014 20:32 Edited at: 5th Aug 2014 20:33
On my Ouya, the store's popup text seemed to blend in with the green backdrop making it really hard to read. Hard to explain, so I've attached an image (Black lines are just a side affect of taking a picture of a TV) :



Sean

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Digital Awakening
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Posted: 5th Aug 2014 20:40
Hockeykid:
Hmm, probably your TV. Different screens shows colors differently. I better increase the contrast.

swissolo
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Posted: 5th Aug 2014 21:35 Edited at: 5th Aug 2014 21:40
Quote: "The attack direction should be fixed unless you are in mid air. That I could change. It's based on old code where attacks were only a single frame. Or do you mean something else?"

Actually I see what it is now. Attack mid air is actually what I prefer What I don't like is that you're unable to move after swinging when on the ground. Limiting movement does seem like a good feature since you're exposing yourself from behind your shield (as a risk), but I think I would prefer partial movement. The user needs a tad more control over their fate. As it is now the thrust just feels like a delay in feedback.

Quote: "Any suggesting on how? Would altering the teacher's description be enough?"

I think so. I didn't figure it out until the cave level with the otherwise impossible jump. I was getting a big running start as a last resort and got lucky! I think you just have to mention the charge delay.

What I got to play was really fun though! I didn't emphasize that enough. Hopefully the future levels will be able to vary enough to keep it interesting. One last detail though. It's not much of a concern, but my monitor is 2560x1440 and quite large physically. I like the retro look, but at that kind of size the simulated pixels stretch out so far its a bit hard to get an understanding of what I'm looking at. I'm a bit of a special case of course, but it'd be nice to have a black bordered option for PC users if we're an intended target.

Edit: Hockeykid have you adjusted the pictures settings on that TV before? The colors looked vastly different on my monitor.

Zwarteziel
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Posted: 5th Aug 2014 21:55
Hi DA,

I haven't visited this thread in a while, but I wanted you to know how cool it was to boot up my Ouya and see RTE all of a sudden! Congratulations on getting this version ready and published! I played it for a bit last night and am impressed by the way it looks and feels. Very well done!
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Posted: 5th Aug 2014 22:08
Quote: "Hockeykid have you adjusted the pictures settings on that TV before? The colors looked vastly different on my monitor."


I had them adjusted, but a few weeks ago I accidentally hit the reset button on my remote and it turned everything back to the "Retail" settings. These might not be the greatest settings, but I think the text color should be changed so it's readable on any reasonable settings.


Sean

Digital Awakening
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Posted: 5th Aug 2014 22:43
Quote: "Actually I see what it is now. Attack mid air is actually what I prefer What I don't like is that you're unable to move after swinging when on the ground. Limiting movement does seem like a good feature since you're exposing yourself from behind your shield (as a risk), but I think I would prefer partial movement. The user needs a tad more control over their fate. As it is now the thrust just feels like a delay in feedback. "

This is a very hard thing to change as it is part of the core gameplay. The delay changes with your weapon as well as with your agility. The broad sword is slower than the sword you start with. Being able to move after attacking without being able to attack is very weird (I have tried that). Increasing attack speed means that I must increase the enemy speeds to compensate. Going back to the roots of the game, in the original Zelda game you could not move while attacking. Not sure about other Zelda games but I seem to recall the same being true on those.

Quote: "I haven't visited this thread in a while, but I wanted you to know how cool it was to boot up my Ouya and see RTE all of a sudden! Congratulations on getting this version ready and published! I played it for a bit last night and am impressed by the way it looks and feels. Very well done! "

Ah, it's on recently released! That explains the number of downloads. Thanks for pointing that out and for your comments

swissolo
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Posted: 5th Aug 2014 23:21
Quote: "This is a very hard thing to change as it is part of the core gameplay. The delay changes with your weapon as well as with your agility. The broad sword is slower than the sword you start with. Being able to move after attacking without being able to attack is very weird (I have tried that). Increasing attack speed means that I must increase the enemy speeds to compensate. Going back to the roots of the game, in the original Zelda game you could not move while attacking. Not sure about other Zelda games but I seem to recall the same being true on those.
"

Maybe I'm being too picky. I seem to miss a lot if I don't take damage though (at least when trying to go 'rush'). To get good hits in I have to stand still. Perhaps 1 more suggestion for a change: what if the hit duration was longer? Maybe I'm wrong but it doesn't appear to reflect when the sword is out, just when it's initially swung. Can you still hit enemies during the sliding phase of a swing? If not, I think that might solve what I'm getting at. If you can, well I guess I'm just crazy

Digital Awakening
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Posted: 6th Aug 2014 00:44 Edited at: 6th Aug 2014 00:46
All attacks except the power strike lasts multiple frames, I will include it for that one as well cause it's otherwise hard to hit enemies in mid air. Originally the regular attack was a single frame and it was really hard to hit enemies while jumping. It could always be extended.

The thing I like myself about the game is the precision and timing required. Once you got it down it is quite enjoyable to skillfully out maneuver and kill enemies. You step in at the right time, you wait for the enemy to move into range or you move around them. You are vulnerable when you mess up. And even more so when playing on harder difficulties because the enemies move faster. But when you get it, it's like a dance. Look at how easily I move through the level in the movie.

But part of it being an adventure is that you start the game feeling weak and vulnerable but you grow to the challenge. In the beginning even the easiest monster can be scary.

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Posted: 6th Aug 2014 01:50
Heh, you know my thoughts on the game already, but I'll say it again. I love this game. I have woken up the past week with the music in my head! Like you say, it becomes a dance. I really, really enjoy that. The feeling of running through a level, nailing every hit, getting perfect jumps, and generally navigating it perfectly...it's quite a hard thing to achieve in game design. You've done it, and I love it. Can't get enough of this game.

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Posted: 6th Aug 2014 01:56 Edited at: 6th Aug 2014 02:07
I tried to record a video of me playing, but shadow play doesn't detect AppGameKit games for some reason (it works with dbpro though ) I used FRAPS but my fps dropped from about 2000 to 40. Yow know how AppGameKit can perform strangely it felt more like 8 fps. Anyways, maybe I'll practice even more and then come to a verdict

Edit: Actually, here. The output of the recording was much smoother than I experienced, plus I did a little editing so it felt watchable It didn't end up depicting what I was talking about at all but I bothered to record it so here ya go In my own defense I didn't receive any frame updates around when I died. I was defenseless

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greenlig
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Posted: 6th Aug 2014 02:50
I used LoiLo and it worked really well, only one little frame stutter. Linky Link town.

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Clonkex
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Posted: 6th Aug 2014 08:16
Quote: "I used LoiLo and it worked really well, only one little frame stutter. Linky Link town."


Cool, thanks for showing that - I didn't know there was any free capture software!

Digital Awakening
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Posted: 6th Aug 2014 09:32
Forgot to reply to a few things earlier

Quote: "What I got to play was really fun though! I didn't emphasize that enough. Hopefully the future levels will be able to vary enough to keep it interesting."

Thanks There will be more enemy types, various pickups specialized equipment etc to look forward to

Quote: " One last detail though. It's not much of a concern, but my monitor is 2560x1440 and quite large physically. I like the retro look, but at that kind of size the simulated pixels stretch out so far its a bit hard to get an understanding of what I'm looking at. I'm a bit of a special case of course, but it'd be nice to have a black bordered option for PC users if we're an intended target."

I have gotten used to playing it at both my 24" monitor and my 55" TV. But it is an interesting idea. I did an overscan setting for OUYA so that would be something similar. It is a bit tricky to do and for now you'll have to do with windowed to get a smaller screen.

Quote: "Heh, you know my thoughts on the game already, but I'll say it again. I love this game."

Thanks for sharing, I think it's important to have multiple views in here

Quote: "I used FRAPS but my fps dropped from about 2000 to 40. Yow know how AppGameKit can perform strangely it felt more like 8 fps. Anyways, maybe I'll practice even more and then come to a verdict "

I have no problems with FRAPS myself. The end result is a bit choppy but I think I'm going to experiment with the FPS setting, like try 60 FPS or Vsync (it's in options). I have made Paul aware that v2 renders sprites slower than v1 and he is going to take a look at it when he starts on the 3D stuff.

Quote: "Actually, here. The output of the recording was much smoother than I experienced, plus I did a little editing so it felt watchable It didn't end up depicting what I was talking about at all but I bothered to record it so here ya go In my own defense I didn't receive any frame updates around when I died. I was defenseless "

You are playing the hardest level on Insane (I play on hard). You are not leveled up, don't have the right equipment and I doubt you have unlocked all the abilities. Just so you know

Need a hint?


unfamillia
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Posted: 6th Aug 2014 15:07
I played this for the first time last night, I must say, its very impressive! Coming from the Master System era myself, this really reminds you how hard games used to be. The music is outstanding and really makes you smile when you play!

Great job on this!

Cheers

Jay.

Digital Awakening
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Posted: 6th Aug 2014 19:55
Thanks Jay

swissolo
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Posted: 7th Aug 2014 00:45
Quote: "You are playing the hardest level on Insane (I play on hard). You are not leveled up, don't have the right equipment and I doubt you have unlocked all the abilities. Just so you know"

I know haha I beat everything on normal so I decided to jump into insane. I didn't feel the early levels were really hard enough on insane so I rushed (heh) ahead into the later levels. I was happy to find they were more difficult

Digital Awakening
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Posted: 7th Aug 2014 01:24
Ah, that explains it

Yeah, I have made it so enemies move and attack faster, you take more damage and your energy drains faster, the higher the difficulty. Doesn't do a lot on the early levels.

Digital Awakening
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Posted: 7th Aug 2014 22:24
RTA isn't doing too bad on OUYA. Almost 300 downloads, it's dropping day by day though. Got 38 reviews with an average of 4.5/5. That is pretty good compared to the other games listed as new releases.

Now waiting for my video to upload to Vimeo. If you don't pay a subscription it takes 45 min. OUYA only links to Vimeo so that's why I'm doing it.

Ranietz
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Posted: 8th Aug 2014 20:12 Edited at: 8th Aug 2014 20:13
Great game.

I found a couple of bugs though.

1. In the android version some levels will sometimes have no music. It seems to happen if I die on a level and then play it again. It has only happend a few times.

2. If I buy the second torch while still having the key to the tower I won't actually get the torch and can't enter the second cave.

3. In the PC version my screensaver will kick in if I'm playing with a gamepad. Do AppGameKit have a feature to avoid that from happening?

Keep up the good work. I'm looking forward to a full release.
Digital Awakening
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Posted: 8th Aug 2014 21:03
Ranietz:
Thanks for your comments and bug reports.

Quote: "1. In the android version some levels will sometimes have no music. It seems to happen if I die on a level and then play it again. It has only happend a few times"

This has never happened to me so I don't have a clue what causes it.

Quote: "2. If I buy the second torch while still having the key to the tower I won't actually get the torch and can't enter the second cave."

I always buy the second torch while having the key when I playtest the game. If you have the time it would be helpful if you could write down what you do in the game so I can try to replicate this.

Quote: "3. In the PC version my screensaver will kick in if I'm playing with a gamepad. Do AppGameKit have a feature to avoid that from happening?"

Do people still use screensavers at home? I will try this and then check with TGC if needed.

Ranietz
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Posted: 8th Aug 2014 21:30
I've tried to replicate the torch bug but I've not been able to. I've attached my save and options file. In the hard difficulty the place where you buy the second torch is grayed out and I don't have the torch so I can't enter the second cave.
I'll try some more a bit later.

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Digital Awakening
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Posted: 9th Aug 2014 13:04
It's really hard to work with what seems like a random bug. I could add in some code that checks and confirms that it has been done properly.

Ouya downloads keeps it up at 30+ downloads daily. I have submitted my game to be shown at Pax, that would be awesome.

Ranietz
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Posted: 9th Aug 2014 13:29
Yeah. I understand it's hard to find those kind of bugs. I've tried to make it happen again but I've not been able to. I guess it's one of those "one in a million" type of bug...
Clonkex
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Posted: 9th Aug 2014 17:15
Quote: "Do people still use screensavers at home?"


Yup, definitely. Not for saving screens, obviously, since LCDs have made screensavers pointless, but for decoration. Computers are so boring without them

Digital Awakening
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Posted: 9th Aug 2014 22:06
RTA is up on SGD's Friday Night Indie Game Round-Up #54.

http://www.supergamedroid.com/2014/08/09/friday-night-indie-game-round-up-54/

Please vote for Rush to Adventure

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Posted: 9th Aug 2014 22:22 Edited at: 9th Aug 2014 22:39
Ranietz:
You got the torch thing while playing on PC right?

Just had a guy loosing a torch by dying in the 2nd cave so he can't re-enter it.


BTW, just got into the top 200 on Ouya's rating.

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Posted: 9th Aug 2014 22:24 Edited at: 9th Aug 2014 22:27
Alright so I played a lot more and got an A on everything on insane except the tower level I've sort of forgotten what it's like to have the base agility, but I think the issues I mentioned before are fine. There's just a bit of a learning curve in getting used to it. It's really cool that you have to sort of plan out your approach to a level if you want to perform well Some suggestions again though. The double tap to dash is really annoying I suppose it makes sense for a mobile device, but it drives me nuts on my keyboard. Those moments when you're doing great and then jump into a pit because you didn't dash correctly it just needs a button for a running state instead for keyboards (and I'd imagine other controllers). The current solution should be fine for mobile devices. Second of all, I don't really feel that the attacks are quite balanced. The big swing bound to control is fantastic by the way excellent execution. It's costly, it's risky but it has quite a payoff. You're also exposing yourself when using it. That sheds some light on my problem with the shift attack. Yes, you have to be in position and you have to watch where you land, but quite honestly it's too powerful and can dumb down the experience. Whenever the game presents a problem I don't feel like dealing with I can just mash shift and never get hurt since the vulnerability period is so short. It puts me out of the way of projectiles and timing is largely irrelevant since it's hard to mess up. I don't know exactly how you would address this issue, but I'd suggest leaving the player exposed until they hit the ground again (instead of their shield returning right after contacting an enemy). That way it's at least not the easy fix all solution to projectiles. Paired with that, as soon as the game gets challenging I think that a normal swing costs too much stamina. Now of course I realize there are different sword options here, but let's have a quick comparison. A normal swing appears to cost 1.5 with the larger sword and the shift bound attack costs 2. It really removes any justification for attacking normally. A normal attack is more challenging to land and execute correctly, but the upside ought to be stamina for later. I keep finding myself sitting around (and therefore not rushing ) because I'm waiting for stamina to recharge. Even if I use the default attack exclusively AND hit every swing (which isn't usually the case) I end up having to wait on the busy/fun levels. And oh boy if you miss a swing All that stamina wasted plus a moment for the recharge to kick in. The last thing I wanted to say was that I tried RTA on my phone and it seemed to work out pretty well sometimes I'd get random frame rate drops, but it's an aged device that loves to delay from whatever background processes android always has to run, so it isn't your fault. It's difficult to even navigate the main pages at this point... I'll try it on a different device later. My only note there was that you didn't indicate how to switch map pages. I ended up dragging down from the arrow by accident after trying it a few times. Should probably be a bit more clear and despite all of this the game really is fantastic and I can't wait for more

Ranietz
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Posted: 9th Aug 2014 22:30
Quote: "Ranietz:
You got the torch thing while playing on PC right?"


Yes. The torch bug was on the PC.
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Posted: 9th Aug 2014 22:59 Edited at: 9th Aug 2014 23:46
Quote: "Yes. The torch bug was on the PC. "

Damn, was hoping for mobile, then it would be easier to figure out why.


Aaaaah, long post

Quote: "Alright so I played a lot more and got an A on everything on insane except the tower level"

I don't know if it's possible to S-rank every level on Insane, haven't tried

Quote: "It's really cool that you have to sort of plan out your approach to a level if you want to perform well"

Yes, makes it a bit of a puzzle to s-rank

Quote: "The double tap to dash is really annoying"

I want it to be a little more than just pressing a button to pull it off. It takes a while to charge up though so you can't jump until you hit max speed, or it will fade away. I also play on a keyboard and have no problems with it.

Quote: "That sheds some light on my problem with the shift attack. Yes, you have to be in position and you have to watch where you land, but quite honestly it's too powerful and can dumb down the experience. Whenever the game presents a problem I don't feel like dealing with I can just mash shift and never get hurt since the vulnerability period is so short. It puts me out of the way of projectiles and timing is largely irrelevant since it's hard to mess up."

I guess you are right on that. I don't use it myself because it takes too long and drains too much energy compared to the regular attack, which I am good at using. You can't overuse it if you want a good score. But I'll give it some thought.

Quote: "Paired with that, as soon as the game gets challenging I think that a normal swing costs too much stamina."

Attacking costs more on higher difficulties But you will be able to pick up stars, among other things, on the levels (soon).

Quote: "My only note there was that you didn't indicate how to switch map pages."

It's on the sign that drops down when the next section is unlocked. After talking to the fisherman.

swissolo
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Posted: 9th Aug 2014 23:52
Quote: "I don't know if it's possible to S-rank every level on Insane, haven't tried "

I can't even do it on the first level My best time (killing everything without getting hurt) is 11 seconds on it.

Quote: "I want it to be a little more than just pressing a button to pull it off. It takes a while to charge up though so you can't jump until you hit max speed, or it will fade away. I also play on a keyboard and have no problems with it."

I'm aware of the charge, it's just very awkward to release and repress an arrow key. It doesn't always activate for me.

Quote: "Attacking costs more on higher difficulties"

Ahh okay. Are special attacks affected?

Quote: " But you will be able to pick up stars among other things on the levels (soon)."

That's a good idea It'll make for some action packed portions of the map

Quote: "It's on the sign that drops down when the next section is unlocked. After talking to the fisherman."

Oh alright that's my fault. I assumed the signs would be identical to the PC version for some reason and just went ahead trying to explore.

I did just find a legitimate bug though. (not one of my silly suggestions ) There seems to be a problem on my phone with RTA saving the game settings. On another device it defaulted to enabled touch controls, but on my phone it did not. I enabled them and all was good. The problem is that when I came back to the game, they were turned off again. I went into the main menu only to find it claimed touch controls were still enabled. I decided to turn them off and on again, no effect. Finally, I accessed the game options from inside a platformer level (no the main menu) and it indicated touch controls were off. Quite strange. I re-enabled them while on that map and they stayed.

Digital Awakening
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Posted: 10th Aug 2014 00:36 Edited at: 10th Aug 2014 00:37
Quote: "I can't even do it on the first level My best time (killing everything without getting hurt) is 11 seconds on it. "

Just tried it and it worked great. No problems getting rank S on the first level.

Hint:


Quote: "I'm aware of the charge, it's just very awkward to release and repress an arrow key. It doesn't always activate for me. "

I find it harder to do on a phone than on a keyboard

Quote: "Ahh okay. Are special attacks affected? "

Yes all of them. The thought is to allow new players to attack a lot because they are more likely to miss.

Quote: "I did just find a legitimate bug though. (not one of my silly suggestions ) There seems to be a problem on my phone with RTA saving the game settings. On another device it defaulted to enabled touch controls, but on my phone it did not. I enabled them and all was good. The problem is that when I came back to the game, they were turned off again. I went into the main menu only to find it claimed touch controls were still enabled. I decided to turn them off and on again, no effect. Finally, I accessed the game options from inside a platformer level (no the main menu) and it indicated touch controls were off. Quite strange. I re-enabled them while on that map and they stayed."


Will look into that. Probably some old code turning it off by default if AppGameKit detects a keyboard, or doesn't detect a touch screen.

swissolo
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Posted: 10th Aug 2014 01:38 Edited at: 10th Aug 2014 01:42
Oh hm, how does the equipment bonus work? I've been using the same stuff I always have (the better sword and armor) but I only get 600 as a bonus. It claims my best score had a +1000 bonus.

Also what kind of keyboard do you use?

Digital Awakening
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Posted: 10th Aug 2014 02:19 Edited at: 10th Aug 2014 02:21
I use both a regular laptop keyboard and a red cherry mechanical gaming keyboard. Works fine on both. Double pressing is nothing unusual, it is common in fighting games and also used in other games.

Hint


swissolo
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Posted: 10th Aug 2014 02:55
Ohhh okay I thought the bonus went the other way around to encourage players to replay levels. I see now. I got S on the first 2 levels and then decided I should stop when I was in the first cave I've got the first 2/3 of it down but that last part I feel so slow

I only remember double pressing buttons in games that had very limited input choices (like 2 buttons and a d-pad). While I'm certainly capable of double pressing it's imprecise and interrupts my movement in game. Plus to stop dashing (to save stamina) I have to release the movement key and stop moving entirely, then repress it. Since the game demands precision and speed it really doesn't seem like the best solution to me it's your game of course though it isn't my choice! Anyways it's a little easier, at least in my opinion, to double tap on a laptop keyboard because there's less distance to cover. Ofc that isn't the case with the gaming keyboard.

Digital Awakening
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Posted: 10th Aug 2014 09:46
Playing with the worst possible equipment requires the most skill. I also do not want people having to backtrack too far to get rank s. You can't play through all levels with the basic equipment. Figuring out the equipment to use is another puzzle to get those s-ranks.

Nothing is set in stone. I have changed my mind before, after thinking about feedback I've had earlier. Some of the things you have mentioned I will look into and modify. The game is not entirely about speed though. I don't want you to run every time you can without thinking. Dashing is part of the puzzle that makes up a level and keeps the gameplay varied. It should only be used when appropriate.

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