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No. 25436
Thanks guys! Really happy you're enjoying it. :) And I'm VERY grateful for all the helpful suggestions! Sorry, there's still no formal developer blog or anything of the sort - hopefully this thread will do in the meantime.
>If you jump and buck mid-air, applejack hovers. She should either not buck, or perhaps some kind of jump-kick?
I'd considered that, but practically, in terms of gameplay, having her stop and buck in midair seemed like the best choice. It gives the player more control over their jump, acting as a "brake" that lets you stop exactly where you need to - and lets you hit the trees while keeping them in the background.
It's a little bit physics defying, yeah, but not TOO much by 2D platformer standards ;)
>at the moment there doesn't seem to be any real difference between the charge and Buck. Both are 'close range' and enemies die on a single hit with both, so - game-play wise there is no effective difference.
The difference is more in the way they affect AJ's movement.
The dash lets you plow right through enemies without stopping - you can also jump out of it to get some extra distance, useful for crossing large pits (not that there are any in the game just yet.) Also, you can start running again right after landing from the dash, using it to accelerate faster and faster.
Bucking, either on the ground or in the air, stops AJ completely, which is good for maintaining control - plus it causes the chain reaction of kicking one enemy into another (or an apple into an enemy, or an enemy into a tree, and so on ...)
And lastly, jumping on the enemies' heads, Mario-style, lets you jump up much higher if you hold down the jump button as you do so.
(I don't see anypony mention headstomping in the thread yet, so I wonder if nopony tried it...)
> Sorry if I’m being annoying OP. I’m just genuinely excited. This is the kinda game I would make for MLP if I wasn’t entangled with my own project.
I'm not annoyed at all, I genuinely appreciate all your comments, and I plan on acting on several of those suggestions. Thanks so much! Also, your idea for a game is brilliant, and I hope you get to make it someday. I want to play that :)
>>25425 - I'll see what I can do. :)
>>25423 >I could make music for you, if you want, man. That would be AMAZING. Thanks so much for offering! :) E-mail is mark @ (the site which is hosting the game) if you want to drop me a line.
> Anyway OP, there seems to be a lot you didn't mention. I wonder what else i haven't found yet
Sorry, I kinda did that on purpose :)
One of the things I wanted to test out was how intuitive the game is - how much of it people would figure out on their own. It seems to have been pretty good, though I guess not a lot of people found how to run.
I shall add instructions to the game ASAP.
As a matter of interest, did anypony find the magic shop yet? I'm surprised nopony's discussed the effects of the various items for sale. ;)
A slight revision of the game has been posted! Bucked apples now have a greater range, and holding Up or Down as you kick lets you alter their trajectory.
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