Concussion: [100%] - Completed.
Started by: GMR | Replies: 408 | Views: 103,914
Oct 23, 2015 2:17 PM #1410359
Sweet, that'll be the second to last power then.
Oct 23, 2015 11:14 PM #1410439
Yeah so i was thinking for the summons, like in case you make a magic power meter, you can make the summon use up a lot of mp depending on the summon. And minion-type summons should take a kinda small amount of mp and be able to have more than one summoned at a time. Or you can have it so the summon itself costs a small amount, but constantly drains your mp. Multiple minions would drain even more depending on the amount of them. Just throwing out ideas here.
Oct 24, 2015 1:44 AM #1410463
Sounds good. I was thinking it'd use at least a full stamina bar.
Oct 25, 2015 10:01 PM #1410889
A look at the new concussive mode that's in development:
A GIF (Click to Show)
Oct 28, 2015 3:25 AM #1411485
New version is out! Try out the new "Concussive mode"! takes a minute to charge up though, be patient :D It'll glow when ready, then press "U"! (Keep in mind, you must have power seven for it to show up at all.)
I forgot to disable Developer Mode I just realized, but that doesn't do much. It just skips the menu screen and loading certain resources when you press Start. Regardless, go play it anyway!
I forgot to disable Developer Mode I just realized, but that doesn't do much. It just skips the menu screen and loading certain resources when you press Start. Regardless, go play it anyway!
Oct 30, 2015 4:24 AM #1412123
The game feels like it really needs platforms and such.
Also, it's really difficult to fight properly since I can't judge my attack distance/where my hurtboxes are.
Also, it's really difficult to fight properly since I can't judge my attack distance/where my hurtboxes are.
Oct 30, 2015 3:44 PM #1412227
Thanks for the feedback! Platforms aren't really planned right now, but I'll look into it. Also, when I put the animations in, it'll become a lot easier to tell where you're attacking. Besides that, you'll get used to where they are. How did you like it?
Oct 31, 2015 3:14 AM #1412321
Quote from GMRThanks for the feedback! Platforms aren't really planned right now, but I'll look into it. Also, when I put the animations in, it'll become a lot easier to tell where you're attacking. Besides that, you'll get used to where they are. How did you like it?
As it is right now I'd say it's a pretty good start, and I would like to see the current concept built off of in a larger game.
You have a pretty nice variety of enemies with all sorts of abilities and strategies for approaching them despite having simple controls. At the same time though, with the current format it quickly becomes "Throw a bunch of enemies in a mob together and beat them all up". This kind of takes away the previous idea of approaching each enemy in their own special way and makes it feel like the principal strategy will just be "bait their attacks and try to hit them all as hard as you can at once." This takes out some of the fun and makes it far less satisfying to play. Not to mention with how the enemies are introduced, (multiples at a time, basically), it's not exactly easy for me to find out what one does before I have to fight it. I just kind of punch away at them early on and they're dead. You need to find a way to progressively introduce the enemies so that the player can learn what they do, (or at least get an idea), before they actually get the chance to beat up on them.
If you tried to flesh this out in the future into an actual platformer with progression then the floodgates open. You have much more freedom to turn this into the game it feels like it wants to be!
Also, upgrades and points. I'm not really able to see mine right now, but as it is it feels sort of like a grind. Getting cash is *very* slow. There has to be a way to speed up the upgrade process so it doesn't feel like I'm endlessly bashing enemies.
And as for issues, it annoys me to no end that when I'm running at an opponent and attack, I tend to, more often than not, sorta advance forward behind them instead of dragging them with the attack.
Oct 31, 2015 3:30 AM #1412324
Thanks for reporting:
"And as for issues, it annoys me to no end that when I'm running at an opponent and attack, I tend to, more often than not, sorta advance forward behind them instead of dragging them with the attack."
I'll adjust the hitbox size for that attack.
I like your ideas. I'll definitely rework the waves before I release so that it introduces enemies slower, and decrease the prices in the shop. Thanks for beta testing it!
"And as for issues, it annoys me to no end that when I'm running at an opponent and attack, I tend to, more often than not, sorta advance forward behind them instead of dragging them with the attack."
I'll adjust the hitbox size for that attack.
I like your ideas. I'll definitely rework the waves before I release so that it introduces enemies slower, and decrease the prices in the shop. Thanks for beta testing it!
Oct 31, 2015 3:28 PM #1412411
Quote from GMRThanks for reporting:
"And as for issues, it annoys me to no end that when I'm running at an opponent and attack, I tend to, more often than not, sorta advance forward behind them instead of dragging them with the attack."
I'll adjust the hitbox size for that attack.
I like your ideas. I'll definitely rework the waves before I release so that it introduces enemies slower, and decrease the prices in the shop. Thanks for beta testing it!
Great! Glad I could help.
I was going to say, I know it's a little late in development to do this now, but if you wanted to make some item drops in a future game based off of this that could be pretty sweet. Doing it could tremendously increase the enemy variety as well as the amount of character options.
Heck, there's a LOT of stuff you could do in a sequel that would be pretty awesome and rocket this game from "pretty fun" to "outright fantastic".
At any rate, good luck! I'm looking forward to the finished product.
Oct 31, 2015 4:04 PM #1412424
Item drops? What do you mean exactly, like TF2 timed drops, or what?
Thanks, I hope to finish it really soon :)
Thanks, I hope to finish it really soon :)
Oct 31, 2015 4:25 PM #1412434
Quote from GMRItem drops? What do you mean exactly, like TF2 timed drops, or what?
Thanks, I hope to finish it really soon :)
Weapons, movement, stuff like that.
For example, bats, swords, hammers, guns in the weapons dept, skateboards, jetpacks, and similar items in the movement department.
You could have variations of the default enemy with those items. They could potentially drop them when killed and let the player pick up and use them.
It'd be a bit more complicated to program AFAIK, but that's why I say try it in a sequel.
Oct 31, 2015 4:35 PM #1412435
Good ideas. If I ever make a Concussion 2 or Concussion: Reloaded, definitely XD
Nov 2, 2015 4:25 AM #1412744
All powers have been created and implemented!
YEAH!!!!
Some tweaks here and there may be in order, including a complete reworking of one or two, but we're good with the powers!
Yes, development is still at 71%. XD I need to implement music, sounds, and the final animations. Artwork for the backgrounds is also a good idea.
YEAH!!!!
Some tweaks here and there may be in order, including a complete reworking of one or two, but we're good with the powers!
Yes, development is still at 71%. XD I need to implement music, sounds, and the final animations. Artwork for the backgrounds is also a good idea.
Nov 2, 2015 5:02 AM #1412754
Glad you implemented that fix with the hitboxes! Much better.
Another thing that came to mind while I was playing is that the air attacks for the weak and strong attacks both do the same thing, essentially. In order to differentiate them you could probably have the light attack key start a three-hit midair combo. That'd also give me a reason to bother with the uppercut.
Another thing that came to mind while I was playing is that the air attacks for the weak and strong attacks both do the same thing, essentially. In order to differentiate them you could probably have the light attack key start a three-hit midair combo. That'd also give me a reason to bother with the uppercut.
