Concussion: [100%] - Completed.

Started by: GMR | Replies: 408 | Views: 103,914

GMR
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Mar 2, 2016 3:55 PM #1440427
Kk, cool.

Just send it to me on skype when you're ready.
Alphaeus
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Mar 2, 2016 8:13 PM #1440468
So, just played it.

I think the missions progress a bit too rapidly. I played the missions without any boosts, just straight up, and from 4 or 5 on I thought the progression of difficulty was off. Mission 6 is essentially impossible to beat without the "L" function....I did it once I bought the damage boost, but that still took me having played the game for a long time several times before to get the know-how and skills to do that. Total fun killer for anyone who hasn't spent at least 3 hours on the game already.

I think it's mission 4 (its at the pagoda...), but either three or four comes up as cleared before you actually kill all the enemies.

Lastly, without the "L" function as an option, I would say the char needs a bit of a buff. The main thing I noticed was the "lockup" was too high. What I mean by this is that when an enemy hits you, you are prevented from doing another action for too long, essentially losing any and all control when faced with enemies on two sides. The "L" function served to break this, but without using that, I was just getting toss like a ragdoll without being able to give any commands that were actually performed. Maybe have a bit of the "lockup" from a hit, but I would say either get rid of it, or chop it down to 30% or so. That gives you a chance to be creative and get the hell out of there before your HP is drained within seconds.
GMR
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Mar 2, 2016 9:25 PM #1440481
Great, thanks for the feedback. I'll take another crack at the difficulty. I already adjusted it a ton a few times, but obviously it hasn't gotten their yet. I'll PM you when I update it so you can give me feedback on the new version.

Do you think it would help if I reduced the dodge cooldown? Or just the stun cooldown?
Alphaeus
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Mar 2, 2016 10:05 PM #1440491
Quote from GMR
Great, thanks for the feedback. I'll take another crack at the difficulty. I already adjusted it a ton a few times, but obviously it hasn't gotten their yet. I'll PM you when I update it so you can give me feedback on the new version.

Do you think it would help if I reduced the dodge cooldown? Or just the stun cooldown?


Personally, I think the stun cooldown would be better. Right now I can use the dodge at a relatively good rhythm, and I am totally comfortable with that. Really, the only reason that dodge would need to have less cooldown would be because it is the only way to escape the effects of what I call "stun-crowding," but even then it fails often, especially if you have blockers AND droids around you.

If you reduce dodge cooldown, I think that under certain circumstances it would become too easy to spam dodge. Keeping it as something that is valuable, but has to be treated conservatively, is (IMO) the better option. Does this sound good?
GMR
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Mar 2, 2016 10:08 PM #1440493
Yeah, that's cool. When I get home, I'll work on reducing some of the stun locking.


Also, what do you think of the UI up there?
Alphaeus
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Mar 2, 2016 10:41 PM #1440503
Quote from GMR
Yeah, that's cool. When I get home, I'll work on reducing some of the stun locking.


Also, what do you think of the UI up there?


What do you mean by "UI"? We writers know nothing of computer talk (well, at least not much). :D
GMR
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Mar 2, 2016 10:59 PM #1440507
UI = User interface. GUI means graphical user interface, so it's essentially the exact same thing. I meant the menu mock up there.
GMR
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Mar 3, 2016 7:00 PM #1440621
OK, so, today I'm releasing an update that fixes these things/adds them:

+Decreased 'stun lock' time for the player. You can now react quicker after being hit.
+Load time reduced by a second. Woohoo.
+Missions adjusted yet again.

and... wait for it...
ENEMIES NO LONGER GLITCH SIDE TO SIDE UNDER YOU!

HEYOOOOOOOOOOOOOOOOOOOOOOO

yeah, fixed the glitch wehre they freak out under you when you jump above an enemy because they turn so fast ya know
bout time
Seagull
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Mar 4, 2016 12:17 AM #1440661
Hey just checked out the game finally. So some thing i can say is if it weren't for the OP special move in there, this game would be way too difficult in my opinion. I also noticed that special attacks and dodging are the only things that take up stamina. What i could suggest is having everything use at least a bit of stamina, but make the special attacks use a bit less than they do now. I think the mission mode was kinda medium difficulty when you include the OP special, but getting past mission 7 or so without upgrades is pretty much impossible. But that's actually a bit easier than i thought it would be. Depending on how many missions there are, you should probably need an upgrade before even mission 5 maybe. What i suggest is keeping it easy for the first few rounds but steadily increasing the difficulty quite a bit, and I also suggest adding bonus points to a mission for completing it. Because nobody's gonna wanna get through the missions if they're difficult and they only give like 100 points. If you can, I would also suggest adding even more bonus points for completing the mission without taking damage. A neat little thing for those who are really good at the game. I also noticed you used my animated version of Hyun's hat ^.^ that's awesome. Thanks. A few things that might be bugs, the bouncers suddenly lose their googly eyes and go back to the black eyes when attacking. not sure if that's done on purpose though. Also, when the Shielders attakc, you get hit and knocked away, and then like half a second later is when the actual attack animation happens. I figure that was on purpose since the animation is kinda slow, but it gets kind of distracting. I suggest shortening the delay before the animation so that the hit box syncs with the attack animation. And I noticed how you said you fixed the glitched out turning that the enemies do when you're above them, but even though that's fixed, they still do it if you die. I suggest just basically in general adding delay before they can turn. That could also make it slightly easier to avoid enemies thus lowering the difficulty a bit as well. Killing two birds with one stone. And then when the difficulty is lower, you can finally make that special move not as OP anymore. That's all I've noticed so far. Also, really nice bg's and hats, guys. I really like the background Awestube did with the rainbow in it. I like pretty much all the others as well. That's pretty much it. Thanks for letting me beta test this.
GMR
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Mar 4, 2016 1:07 AM #1440674
Hey,

the new version with the fixed glitching back and forth isn't even uploaded yet. :\

When I said today I meant not right then, but later. In fact, 50 minutes or so. Guess I should've put a time on that. XD

I'm removing the OP move tomorrow or the next update, when Arch sends me the new animation. I am reworking the missions, as several people have already reported that.

Thanks for the beta testing :D
Boltz
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Mar 4, 2016 7:23 AM #1440704
Awesome Game GMR. So this is what's its like Beta testing? Then why do some gamers hate them so much?
AwesTube
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Mar 5, 2016 4:21 AM #1440831
GMR, I tried to make my own layout for the choose a mode screen. It was done hastily in flash but, you can probably get the idea (the layout of buttons). Image
GMR
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Mar 7, 2016 4:17 AM #1441065
Interesting idea. Seeing that, I realized there're tons of other menu designs out there, so I came up with this using your design as a base:

[swf=http://orig02.deviantart.net/3eba/f/2016/066/d/a/mockuptwo_by_gmr516-d9ubykp.swf] Width = 700 Height = 400 [/swf]


I tried scaling the buttons and stuff like you did but it didn't look nearly as good. I think I'm going to try something else next... (You'll see what it is :D)


[swf=http://orig00.deviantart.net/9a3b/f/2016/066/6/7/mockupthree_by_gmr516-d9ubzz4.swf] Width = 700 Height = 400 [/swf]
AwesTube
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Mar 9, 2016 12:11 AM #1441327
Quote from GMR
Interesting idea. Seeing that, I realized there're tons of other menu designs out there, so I came up with this using your design as a base:

[swf=http://orig02.deviantart.net/3eba/f/2016/066/d/a/mockuptwo_by_gmr516-d9ubykp.swf] Width = 700 Height = 400 [/swf]


I tried scaling the buttons and stuff like you did but it didn't look nearly as good. I think I'm going to try something else next... (You'll see what it is :D)


[swf=http://orig00.deviantart.net/9a3b/f/2016/066/6/7/mockupthree_by_gmr516-d9ubzz4.swf] Width = 700 Height = 400 [/swf]



wow. That looks awesome! I was kind of going with a Smash Brothers-ish logo when I made mine. Still, I strongly appreciate you acknowledging my design.
GMR
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Mar 9, 2016 5:08 AM #1441357
Having some trouble with the Concussion UI and deciding on a design, so sit tight for a bit longer. :P