Re: Pyroclastic Flow
Posted: Tue Apr 30, 2013 8:20 am
Really nice game 
Does anyone else find this too abusable? I haven't seen any really gaudy scores that would indicate this (even with all the powers available, I find it very hard to get past 100,000 distance).Bob wrote:I think the level 2 element powers should require more than just 1/3 of your energy, at least the one with making rain.
Did you find yourself in this situation (you, or anyone else)? Instructions are automatically presented at both of those locations the very first time you play, but I don't have them there later simply because it'd be extra clutter. If it's necessary, I could put them back in.mswf wrote:Shouldn't the button for instructions be accessible from both the game mode screens as well be there on the score summary screen ingame and not just from the main menu? A player could be looking for those instructions on those locations.
Is this duplicable? I can't check right now.mswf wrote:Also, small bug, the menu music in the elemental mode menu doesn't loop.
As intended, at least right now. Many abilities are on timers, and re-pressing the ability restarts the timer. Water's the only one that you "waste" anything by pressing again. I left it as-is for symmetry in experience, but do you think it would be better to have water be a special case (i.e. just water wouldn't allow for a double-press)?Cleb wrote:One other thing, when you use an ability when its already activated, it simply wastes energy.
I definitely want to have the volcano erupting at the beginning so as to introduce the concept. Did the magnitude of the shake or the length of the shake bother you more? I’ll reduce whichever is the bigger issue, at least for that first shake.The Nasal Abyss wrote:The number one thing that bothered me was the volcano eruption screen shaking at the very beginning of the run. I had to reset a couple of times because I would miss the first jump because of it!
I won’t change the music in this one (I can’t compose myself, so this is someone else’s pro-bono work), but I’d be interested to hear what you think would work better – maybe I can fold that feedback into later projects. If you have specific examples (Youtube, etc.), please let me know.The Nasal Abyss wrote: The music was very boring and lacked punch and contrast. The song was the same all the way through, and there were no notable or catchy moments. I felt that it made the great gameplay suffer, because music is a very important element in a runner.
At what distance (without slowing down) did you feel like it was an appropriate speed for which earlier distance? (E.g. “I felt like it was as fast at 5000 as it should have been at 2000”). Note that one-button mode speeds up at a significantly slower rate than element mode.The Nasal Abyss wrote: I felt that it took much to long to speed up, in both game modes. I wasn't hitting any of the smoke clouds, and it still took a long time to speed up. I personally think the difficulty should ramp up sooner, but I'm not representative of the mass ios/pc/android market.
Yeah water should be an exception, at least in my opinion. You can do it or not do it, its your choice, because its your game.Maveritchell wrote:As intended, at least right now. Many abilities are on timers, and re-pressing the ability restarts the timer. Water's the only one that you "waste" anything by pressing again. I left it as-is for symmetry in experience, but do you think it would be better to have water be a special case (i.e. just water wouldn't allow for a double-press)?Cleb wrote:One other thing, when you use an ability when its already activated, it simply wastes energy.
I'd favor putting them back in. Because there is a high (and extra high possibility because of it being a mobile game, people play them much more casual) possibility of a player skimming over the instructions wanting to just play. Then when they fail, they probably don't know why and can't easily find the instructions back. If they press "go back to menu" they are none the wiser still.Maveritchell wrote:Did you find yourself in this situation (you, or anyone else)? Instructions are automatically presented at both of those locations the very first time you play, but I don't have them there later simply because it'd be extra clutter. If it's necessary, I could put them back in.mswf wrote:Shouldn't the button for instructions be accessible from both the game mode screens as well be there on the score summary screen ingame and not just from the main menu? A player could be looking for those instructions on those locations.
Weird, I can't seem to replicate it indeed. When I encountered it last time I was so sure of it; I must have had a brainfart.Maveritchell wrote:Is this duplicable? I can't check right now.mswf wrote:Also, small bug, the menu music in the elemental mode menu doesn't loop.
Sorry! Completely forgot about this topic. I finished up the game a while ago, and I think I had the flash source set so that it updated as I pushed new versions. I just checked the first post, and it should have the final version. I switched it out to use the version from my site so that it avoids any ads that might have played.noMatt wrote:Any Updates mav?
It's still there, on the backburner. I've got a small limitation in that regard and I've been working on other projects lately in my free time anyway.Marth8880 wrote:Well fantastic, then.Any chance of porting it to Android still?